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TRWad Junior Member Posts: 27 From:Rotterdam Registered: Dec 2001 | posted 12-18-2001 12:15 PM Converted the sector structure from a PRJ into a TR level. Including floor/ceiling doors. IP: Logged
Tümmler Member Posts: 66 From:Dönerland Registered: Nov 2001 | posted 12-18-2001 12:22 PM woho...the big master has a new prj jÄr!! WOW cool INto whish TR level? TR3 or 4 (or even something else? *G*) Sounds VERY cool! See you Tümmler IP: Logged
tomoko Member Posts: 182 From:Germany Forum Registered: Jan 2001 | posted 12-18-2001 12:27 PM TR5 too?? cool ' Tomo [This message has been edited by tomoko (edited 12-18-2001).] IP: Logged
Tümmler Member Posts: 66 From:Dönerland Registered: Nov 2001 | posted 12-18-2001 12:33 PM No only TR3 (I know it *G*) IP: Logged
tomoko Member Posts: 182 From:Germany Forum Registered: Jan 2001 | posted 12-18-2001 12:43 PM auch recht. (also right.) and what's about the objects, does they work like in TR3? [This message has been edited by tomoko (edited 12-18-2001).] IP: Logged
The Sage Of Time Member Posts: 584 From:West Virginia Registered: May 2000 | posted 12-18-2001 01:25 PM What he is saying is.. He was able to convert a PRJ file to a .tr2 file for TR3. Meaning we (If he releases it) will be able to make TR3 levels using the Level Editor and his program. You can also use any TR3 Object working 100% and even make custom Objects and WAD's this way. Please read what I said above propery.. As it does NOT in any way allow us to use TR3 Objects with the TRLE EXE. It DOES however allow us to make custom TR3 Levels and play them on the TR3 EXE. Do not get me wrong.. I'm very happy, In fact it may bring new life in my dead tired TRLE. So everyone thank Michiel if he decides to release this new ability to the public. ------------------ IP: Logged
Limp Bizkit Member Posts: 164 From:Ridderkerk, The Netherlands Registered: May 2001 | posted 12-19-2001 11:06 AM Wow! That's great indeed! This way I can finally make tr2-levels with a good, fast editor! ------------------ http://www.3dactionplanet.com/tombraider/hosted/teamraider Please don't look at my name! Limp Bizkit really sux!!! IP: Logged
Tümmler Member Posts: 66 From:Dönerland Registered: Nov 2001 | posted 12-19-2001 11:20 AM hey hey...don't think So far he can only convert the sector structure! As far as I know...(from him hehe) But I hope that it'll be able to do all soon Cos I like TR3 more then TR4 Tümmler IP: Logged
aktrekker Member Posts: 834 From:WA, USA Registered: Apr 2001 | posted 12-19-2001 12:14 PM If TRWad needs any help, I'll be glad to share what I've discovered about the format. I can help with translating textures, triggers, and some with the lights and cameras. Also the floordata stuff that tells the game engine how sectors are sloped. I guess I should start on a better writeup of the TRosetta Stone. Still lots to learn, but I've figured out alot as well. IP: Logged
TRWad Junior Member Posts: 27 From:Rotterdam Registered: Dec 2001 | posted 12-19-2001 12:30 PM Aktrekker-> Only 1 thing: how is the AI data stored in tr4/5? you know it? there are no AI_FOLLOW or AI_AMBUSH objects in tr4&5. I saw a guard in tr5 that walked from 1 position to another one, types a keypad, walked trough a door, back, maked a round and starts again. Do you know how that's done? IP: Logged
aktrekker Member Posts: 834 From:WA, USA Registered: Apr 2001 | posted 12-19-2001 02:57 PM TR4 has the AI objects. But I haven't tried to find out how they are stored. I'll check into it. It shouldn't be too hard to figure out. IP: Logged
Turbo Pascal Member Posts: 116 From: Registered: Dec 2000 | posted 12-19-2001 03:51 PM quote: Originally posted by TRWad: Aktrekker-> Only 1 thing: how is the AI data stored in tr4/5? you know it? there are no AI_FOLLOW or AI_AMBUSH objects in tr4&5. I saw a guard in tr5 that walked from 1 position to another one, types a keypad, walked trough a door, back, maked a round and starts again. Do you know how that's done? Roy and Me found the AI for TR3 long time ago, check this thread http://pub19.ezboard.com/ftreditingzonefrm2.showMessage?topicID=295.topic Turbo Pascal IP: Logged
TRWad Junior Member Posts: 27 From:Rotterdam Registered: Dec 2001 | posted 12-20-2001 11:55 AM That's not what I mean. I mean TR5. It has no NULL meshes on the floor. The AI is stores somewhere else, but where? IP: Logged
aktrekker Member Posts: 834 From:WA, USA Registered: Apr 2001 | posted 12-20-2001 01:34 PM I haven't been into TR5 that much yet. It is very different than TR4. I am sort of able to output a project with most of the rooms intact, but that is about it. IP: Logged
TRWad Junior Member Posts: 27 From:Rotterdam Registered: Dec 2001 | posted 12-21-2001 05:27 AM Update: now floordata (doors, monkey, death, trigger triggerer, climb) IP: Logged
TRWad Junior Member Posts: 27 From:Rotterdam Registered: Dec 2001 | posted 12-22-2001 03:08 AM And I can now import a SWD file in a tr3 level (that's how FloorEdit sprite bug is fixed) IP: Logged

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