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#1 |
Tomb Editor
Join Date: Mar 2010
Location: Italy
Posts: 506
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Hi
![]() After a long development run, Tomb Editor 1.2.8 is finally here. Updated versione 1.2.9 Download link: http://www.tombeditor.it/dist/TE129.zip Please read carefully the README_IMPORT.txt file inside the archive. Please make full backup of your work because this update is very big and your files will be upgraded with a one way conversion. Version 1.2.8 - 23/10/2019 ========================== New sound system Added SoundTool Added TombIDE (project organizer, script editor and various tools) Added animations and states names for Lara in TrCatalog.xml Dozens fo bugs fixed *** WadTool *** Rewamped animation editor (advanced timeline, advanced controls, state names from LARA, UI ticks, Importing of animations from Collada and FBX) Better UI Fixed sprite editor Fixed speed and lateral speed for animations Fixed lot of UI bugs Better geometry import *** Tomb Editor *** Added missing OCB for statics Fixed vertex special effects Fixed light interpolation across portals Added custom interpolation flags Added custom filtering of rooms by tags Added static meshes merging in room geometry Added new menu entries Fixed bugs in animated textures Fixed water movement Fixed reflections Fixed mist Fixed some NG triggers Fixed AI pathfinding bugs Fixed some rendering bugs Fixed portals flickering Added ghost blocks Better geometry import Better NG PRJ import Fixed some exotic collision bugs with floor triangles README_IMPORT Wad2 import =========== Old Wad2 files are using the dynamic sound system, so you don't have original classic sound IDs. Now that we have added them again, old Wad2 files need to be converted. WadTool will assist you on this, with the following procedure: - Open a .wad2 file - WadTool will check if the file is using the old dynamic sound system - If yes, it will try to guess classic IDs crossing data from Wad2 and TrCatalog.xml - WadTool will the show a popup dialog showing you all choices that it has done, asking you to select manually the few IDs that it was not able to guess. If you didn't play a lot with sounds or if you never changed names, probably WadTool will guess all sounds for you and you just need to confirm. If you used a custom sounds.txt, you can load it in the same dialog and WadTool will look also inside that file for helping you guessing IDs. In the same dialog you can also choose to export sounds to the new Xml format and also to export samples. Use these two options for sounds that you know have changed manually with old releases of WadTool. If you never changed sounds data and you worked with sounds.txt, you can leave all checkboxes unchecked. - After confirming, WadTool will remap all animation commands for using new IDs and eventually it will save Xml and Wav files, if you have selected at least one sounds to export. - WadTool will at the end make a backup copy of the Wad2 and save it. Suggestions ........... You should export only sounds that you have changed with our tools. If Wad2 was created copying sounds from a WAD, and you still have original SFX or sounds.txt, you can skip this task but you have to provide a valid sound catalog later in Tomb Editor. So, if you have a sounds.txt that has all the needed sounds used by your Wad2, you just add it to level settings inside Tomb Editor so the level compiler will take the sounds from it. If you use classic WAD files, then there is not anything that you should do. They already contains classic IDs. If your Wad2 files contains only animating objects, or static objects, or objects without sounds, WadTool will just update the file format without doing anything else. Prj2 import =========== Old Prj2 files are using the dynamic sound system, so you don't have original classic sound IDs. Now that we have added them again, old Prj2 files need to be converted. Tomb Editor will assist you on this, with the following procedure: - Open a prj2file - Tomb Editor will check if the file is using the old dynamic sound system and if there are sound sources placed in level - If yes, it will try to guess classic IDs crossing data from Prj2 and TrCatalog.xml - Tomb Editor will the show a popup dialog showing you all choices that it has done, asking you to select manually the few IDs that it was not able to guess. If you didn't play a lot with sounds or if you never changed names, probably Tomb Editor will guess all sounds for you and you just need to confirm. Sounds coming from Wad2/WAD will be just remapped, because Tomb Editor expects that their metadata are loaded from a valid SFX, XML or TXT file. If you instead used custom sound sources, then these sounds exist only in Prj2 file and then our procedure will automatically export them to XML and it will also export samples in the same path of your level. If you used a custom sounds.txt, you can load it in the same dialog and Tomb Editor will look also inside that file for helping you guessing IDs. - After confirming, Tomb Editor will remap all sound sources for using new IDs and eventually it will save Xml and Wav files, if you had custom sound sources in the level. - Tomb Editor will at the end make a backup copy of the Prj2 and save it. Suggestions ........... Tomb Editor will automatically add SFX or TXT files to level settings and it will automatically select sounds to compile. If you had custom sound sources, Tomb Editor will export samples in the same path of level. After the conversion, please move them to your samples path. Remember that now you will have also a XML file together with your Prj2 and it's like a texture or object resource. So if you move your level, don't forget it and eventually fix the path in level settings. If you used only sounds from WAD/Wad2, then probably you just need to confirm. Many levels just use SOFT_WIND_LOOP and FOUNTAIN_LOOP sounds, that are well guessed by Tomb Editor. If you have problems, please contact us on TRF or on Discord. I want to sorry for this problem, but when you rewrite an entire toolset trying to make it better, sometimes some mistakes are made. We tried to make the migration very easy. YouTube tutorials by Lwmte https://www.youtube.com/watch?v=_GE5G7UOIY8 https://www.youtube.com/watch?v=Nq59WzEWSrQ
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Tomb Editor Main developer Last edited by MontyTRC; 11-12-19 at 20:21. |
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#2 |
Historian
Join Date: Aug 2010
Location: Germany, Cologne
Posts: 420
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Yeahhhhhhh!!!!
Finally!!! Thank you all for your hard work. This really made my day. ![]() ![]() ![]()
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TE - the place to unleash your creativity. |
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#3 |
Archaeologist
Join Date: Aug 2010
Posts: 1,787
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Also I'd like to say about two last-minute additions: Select previous room feature (similar to "Go back old room" in NGLE). Just press Ctrl+Tab or use this button in UI:
![]() Another last-minute addition is you can adjust UI brightness in TE, WT and ST. Just navigate to settings and find an option called "UI brightness" (for TE it's in "User interface" tab. Also, there's now a set of UI color presets in TE, so you can easily switch to something less screaming than default TRLE color scheme ![]() |
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#4 |
Administrator
Join Date: Jun 2000
Posts: 60,543
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Congratulations Monty.
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#5 |
Explorer
Join Date: Mar 2019
Location: France, Caen
Posts: 687
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Nice work
![]() this wadtool will help me for my plugin ![]()
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"Life is Dream, just a dream" |
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#6 |
Explorer
Join Date: Jun 2013
Location: Missouri, USA
Posts: 537
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Just downloaded and looking forward to getting into it. One question, the issue I had with the line between rooms with reflections is still there. This was not fixed in this update?
![]() Last edited by rufierto; 23-10-19 at 13:45. |
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#7 |
Explorer
Join Date: Dec 2012
Location: London
Posts: 538
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Its lovely to get a new update!
![]() Sadly I think water/room effects might be a bit broken at the moment?
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Back again are we? |
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#8 |
Inactive
Join Date: Dec 2006
Location: France
Posts: 31,967
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Great job Monty and all the team!
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#9 | |
Explorer
Join Date: Jun 2013
Location: Missouri, USA
Posts: 537
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#10 |
Explorer
Join Date: Sep 2006
Posts: 674
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Had to rename Assimp64.dll to Assimp.dll, otherwise imported geometry wouldn't load.
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