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Old 18-06-09, 11:03   #501
Titak
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That's a good idea too, replacing the explosion sound with some weird magical sounding one.

Erm... some sort of scifi sound? You could browse the samples folder, there are some scifi sort of sounds in there. Especially the sounds that were used by the demigods and the mutant.
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Old 18-06-09, 11:05   #502
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Quote:
Originally Posted by Titak View Post
That's a good idea too, replacing the explosion sound with some weird magical sounding one.

Erm... some sort of scifi sound? You could browse the samples folder, there are some scifi sort of sounds in there. Especially the sounds that were used by the demigods and the mutant.
You have my mind playing through the battle sounds of the demigods now! I can hear them quite clearly in my mind... but I should give them a listen again.

Edit:
Gave them a listen... didn't hear anything...

BUT, there is a chime in the music of TR1, which was a bit lower than the secret chime; however it sounds very similar to the secret chime... possibly too much like it.
So much like it in fact, that when it sounded when people used a key in Tihocan's tomb, they would check their statistics to see if they had triggered a secret.

I would have to change the secret sound...
But I wanted to change the secret audio anyway, and that gives me another reason to!
I don't know what I would change it to though...
Although on second thought, it may get annoying to hear that every time you step on a hex square... What to do?!

Edit edit:
I have found a sound I like for the teleporter.

I decided to listen through some of the audio folders of TR Level sets I have saved on my D-drive.
As I was listening to the sounds from U.U.B4: the Dark Souls' Stronghold I found the perfect little warp sound.
It is a gong sound (or maybe cymbals?) followed by a synth sound.
I will replace that with the explosion.
That way I do not have to fill my stage with unnecessary, and rather out of place fountains and puddles.

Last edited by 1upMushroom; 19-06-09 at 14:42.
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Old 24-06-09, 21:03   #503
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I have two questions:
1. How do you change the position of objects in Lara's inventory?

I created two magical potion bottles to replace the health packs.

Now the small bottle, while it sits correctly on the ground, is upside down in her inventory. It looks like it is being poured.
How do I get it to be upright?
[IMG]http://i39.************/29qdw03.jpg[/IMG]

2. How do I reassign an object's associated sound?
I tried a few things, but only managed to get the sounds of all of the objects to NOT work.

Thank you.
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Old 24-06-09, 21:13   #504
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Not very specifically ng-related!
1. Thatīs from the NG_Center reference. the position is coded in the script via some hexadecimals (in red). The example here is for a PuzzleCombo, but itīs the same for Pickups etc.
Syntax: PuzzleCombo= NumberOfPuzzle, NumberOfPart,NameInInventory, TopBorder,DistanceFromCam,Orient_X, Orient_Y, Orient_Z, RotationFlag

To use in [Level] section

Set data for puzzle combo object you'll use in current level.
Note: combo is a Combined Object, it's format from two or more parts.
Before using it (putting it in hole item) the different parts will have been pasted togheter.


Arguments:

1 - Index of Object ("1")
This number is the same of "puzzle done" object name in wad file.
For example if current combo puzzle owns to puzzle item 4, in this field there will be the number "4"
Also for other command (pickup, key ect) values same rule, for example:
Puzzle Item 3 will have "3" in this field.
Key 5 will have "5" in this field. ect.

2 - Index of part of the object ("1")
For example if this combo item has 3 parts, there will in script.txt three PuzzleCombo statement.
In first PuzzleCombo the index of part will be "1", in second "2" and in third "3"

3 - Name of object ("Sun Disk")
This name will be showed in inventory when player picked up this item
If you change the name in script.txt file you must perform the SAME change in english.txt.
About other language.txt file is not necessary have same name, but script.txt and english.txt names must have always the same names.

Following six numbers are hexadecimal values to set view of object in inventory
$0000,$0180,$0000,$0000,$0000,$0002
To explain better we'll name them:
A Number, B Number, C Number, D Number, E Number and F Number

4 - A Number ($0000)
Position (in pixel) from top border of screen.
Remark: not always the origin of object is its top-left visible point. The origin depends by position of object in 3d structure. For this reason, it's useful sometimes to increase or decrease this A number to have the object at same height of other inventory objects.
You can insert also negative numbers, but you must type it in hexadecimal format. For example to set -10 (10 pixels over the top border) you should type the number $FFF6

5 - B Number ($0180)
Distance from (virtual) cam
This argument is useful to increase or reduce the size of object in inventory.
If you increase the distance the object will become more little
If you decrease the distance the object will become more big.
This value is in game units (1 square = 512 units)
For example if you set the value $0200 (512 in decimal) you'll have the view of object like if you watch it in game while it is at one square of distance.
If you set $0000 in this field the object will be huge because it will be in front of cam and it will cover the whole screen.
Usually you'll use value enclosed in range: $0200 - $0500

6 - C Number ("$0000")
This argument set the orientation of cam on X axis.
It's complicated to explain but if you try to change this value you'll understand what I mean.
The values for this argument could be go from $0000 to $FFFF but usually will be used only four values:

$0000 = North (top view)
$4000 = East (right view)
$8000 = South (bottom view)
$C000 = West (left view)

7 - D Number ("$0000")
Same meaning of C Number but it regards the Y axis.

8 - E Number ("$0000")
Same meaning of C and D numbers but this regards Z Axis.

9 - F Number ("$0002")
Bit mask to enabled/disable special functions.

$0002 = Enable the rotation of object
$0008 = I'm not sure, pherpas it forces rotation center of object at center of its bounding box.



2. There are a thousend threads about assigning sounds in the main forum and a lot of tutorials (skribblerz etc.). There are some nice programs for help like Screamer. You can download it on Skribblerz for instance.

Last edited by Raymond; 24-06-09 at 21:17.
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Old 24-06-09, 21:16   #505
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So then what is the index number of a SMALLMEDI_ITEM? Does it work for health packs or only for puzzle items?
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Old 24-06-09, 21:21   #506
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Oops, sorry, forgot, that itīs a medipack! I think the position is hardcoded! Donīt know, if there is some solution.
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Old 25-06-09, 01:28   #507
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Hope these gets answered soon!

1: What the hell! My water textures wont animate...I tried P-Frames and all the FPS/SPF

2: CRASH!?

Code:
Version=1.2.0.7
CRS=Disabled
Last diagnostic mexage:Missing FONT_GRAPHICS in current level
Last directX error: 
START_P1:10017BD7
END_P1:10048655
START_P2:10054DF8
END_P2:1006E51E
START_P3:10074C47
END_P3:1009F721
START_P4:10005B67
END_P4:1000DBE4
CRASH REASON: EXCEPTION_ACCESS_VIOLATION
	The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
EXTRA_INFO: VIOLATION ON READ AT OFFSET 0x5437D4BB
RECOVERABLE : YES
CRASH OFFSET: 0x10065DC6
REGISTERS:
	EAX=10185A5B
	EBX=0
	ECX=5437D45B
	EDX=5437D45B
	ESI=2B3FEF2
	EDI=2E07780
	EBP=2B3FF14
	EIP=10065DC6
	ESP=2B3FE98
DYNAMIC POINTER LIST:
------------------------------------------
00000000:Camera_Room
00000000:Camera_TargetRoom
0013FF4C:BaseSalvaStack1
0423FFB4:BaseSalvaStack2
02A3FFB0:BaseSalvaStack3
------------------------------------------
        MEMORY USAGE
------------------------------------------
VetNemiciPunta           memory <EMPTY: never used>
StructEnemyArray         memory <EMPTY: never used>
ZonaFXBulbNemici         memory <EMPTY: never used>
VettorePerFogBulb        memory <EMPTY: never used>
ZonaDynamicLights        memory is full at 6.12 (Used 0xBC bytes)
ZonaSceneMemory          memory is full at 17.54 (Used 0x4A93C bytes)
VetEditObjects           memory is full at 5.36 (Used 0x168 bytes)
Mex_savegame_Argd        memory is full at 3.13 (Used 0x8 bytes)
ZonaParticelle           memory <EMPTY: never used>
ZonaGameStruttureMesh    memory is full at 0.46 (Used 0x4604 bytes)
ZonaPuntatoriGameStruttureMesh memory is full at 0.08 (Used 0x14C bytes)
VetMexNomiWav            memory is full at 99.66 (Used 0x3FC8 bytes)
ZonaFogBulbs             memory <EMPTY: never used>
Zona5Corde               memory <EMPTY: never used>
ZonaDebris               memory <EMPTY: never used>
ZonaItemInStanza         memory <EMPTY: never used>
ZonaUsataPerFireSpark    memory is full at 4.50 (Used 0x24 bytes)
ZonaDiSmokeSpark         memory <EMPTY: never used>
ZonaRecordGunShell       memory <EMPTY: never used>
ZonaQuattroSample        memory <EMPTY: never used>
RecordSpriteSangue       memory <EMPTY: never used>
RecordSpriteEsplosione   memory <EMPTY: never used>
SpritePerFuoco           memory is full at 6.05 (Used 0x7C bytes)
ZonaTextureAnimate       memory <EMPTY: never used>
SaveGame_220_DatiMoveables memory <EMPTY: never used>
VettoreAttivaFlipMaps    memory <EMPTY: never used>
VettoreFlagFlipMaps      memory <EMPTY: never used>
ZonaFlyCameras           memory is full at 7.40 (Used 0x5EC bytes)
VetByteFlyCamera         memory <EMPTY: never used>
VetFlyCameraByteAltro    memory <EMPTY: never used>
Ptr_MemBufferLivello     memory is full at 39.11 (Used 0x7759C0 bytes)


------------------------------------------
Lara:  x=87552  y=-4096  z=46592  StateId=2  NextId=2  AnimNow=103  Room=0

Stack=0x2B3FE98  pContesto=0x2B3FBCC  pInfoEccezione=0x2B3FBB0
PRIMARY_STACK:
ESP=0x2B3FE98
STACK_TRACE:
	0x48F8AE
	0x44E2B0
	0x10065B29
	0x451F94
	0x451F85
	0x451166
	0x45EC81
	0x475155
	0x49E67C
	0x49DF08
	0x49E61D
END_STACK_TRACE

SECONDARY_STACK:
ESP=0x13B12C
STACK_TRACE:
	0x460046
	0x43004F
	0x41005C
	0x440020
	0x45004D
	0x410050
	0x480054
	0x4A6FE0
	0x48D323
	0x4A6FE0
	0x4A6FE0
	0x4A6FE0
	0x4A6FE0
	0x4A6FE0
	0x4A6FE0
	0x48D323
	0x4A6FE0
	0x4A6FE0
	0x4A6FE0
	0x4A6FE0
	0x4A6FE0
	0x4A6FE0
	0x4A6FE0
	0x4A6FE0
	0x48CC6B
	0x48CACE
	0x49F26B
END_STACK_TRACE

OTHER_STACK:
ESP=0x423B194
STACK_TRACE:
<CRASH DURING STACK TRACE>
END_STACK_TRACE
OHEMGEE!
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Old 25-06-09, 06:03   #508
Raymond
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@1up
Sorry for the confusion! A Medipack is a Pickup. So you can change the appearance via the Pickup-command in the script. Itīs the same like above.
@Romantics
1. Have you done the assigning correctly. The Anim-Type is Frames! Do you have a green border around your water textures in the Animation Ranges-window?
In the case you have done it correctly: Is it a v49/v50-project? If itīs a v50 use the search function of the forum. There are enough answers here how to repair a v50project in the case of animation problems.
2. Canīt say much, but the main message of the crash report is, that you miss the Font Graphics-object. Have you installed your TRNG rightly, first the trle and wadmerger, then the trng-fullinstaller, then the last update? Then everything should be ok.
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Old 25-06-09, 08:28   #509
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A pickup command?

So, what do I put in place of:
PuzzleCombo= NumberOfPuzzle, NumberOfPart,NameInInventory,

To implement a pickup command?

While I do know how to place script entries, this is not one I am familiar with. If it were, i would not have asked the question in the first place.

I have searched for the said command in script entry lists and things, but I cannot find it.

Does it look like this:
Pickup= 74, Small medipack, (followed by the hex numbers)
???

74 is the number of the small_medi item in the strings.
Is that correct?
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Old 25-06-09, 08:37   #510
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The slot number is 369. So itīs Pickup=369, Healing Bottle (or whatever name you want to choose for your medi), and then the hexnumbers for the appearance!
Look for the Pickup-command in the reference for the old script commands!
Your medi name must also go to the english.txt of course!

Last edited by Raymond; 25-06-09 at 08:38.
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