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Author | Topic: TR2Prj status update
aktrekker Member Posts: 1109 From:WA, USA Registered: Apr 2001 | posted 05-28-2002 01:51 PM After spending alot of my rare free time trying to get the textures working, I mostly succeeded. There are alot of limitations. I had to completely rewrite the code that creates the room geometry to use the room mesh. I hadn't even looked at the mesh in the previous version. I figured I can't do texture sounds, bump level, animation ranges, horizon or transparency, Toggle Opacity/2. And there was that strange configuration in catacomb that demonstrated a problem I can't fix without an extensive and complex analysis of the mesh data, but thankfully those appear to be rare. But then I tested it on a TR1 level. The room geometry is totally screwed up. I mean bad!!! There were even floor/ceiling surfaces split into triangles, which TR1 did not support! I'll have to rethink whether I want to continue this or not. It could take another redesign, combining the old method and new method for creating the room geometry. It means alot of work. There are other projects I want to work on that I think would be more useful, and definitely more fun. Any thoughts? IP: Logged
Wee Bald Man Member Posts: 672 From:Left Luggage Locker #27, Terminal 3, Heathrow Airport, London. Registered: May 2001 | posted 05-28-2002 05:05 PM I think that TR2Prj already fulfils the important task of extracting geometry and that, although it would obviously be nice if it did export textures, it doesn't sound like it would be worth the time that it would take for you to implement. In a way, I like it that TR2Prj doesn't export textures because I prefer it when designers create new textures and not exact copies of the level they are converting - it makes any modifications more unique, and therefore more interesting. I say follow the path which appeals to you most - the one which is the most fun. New projects sounds more exciting to me. WBM IP: Logged
Tomb_Raider_Nut Member Posts: 1262 From:Millwaukee,Wi,USA Registered: Jun 2001 | posted 05-28-2002 05:21 PM I would have to agree with WBM. When I recovered my level from near death, I'm glad it wasn't textured as my texturizing skills were extreemly horrifing. Now, the level has become a real gem in my opinion. ------------------ Visit my site! Sign my guestbook! IP: Logged
psxsaves Member Posts: 50 From:England Registered: Nov 2000 | posted 05-29-2002 12:11 AM Hi I agree. I have never needed the function to recover textures. I use it to see how other levels are made. So maybe work on a version to load other levels better e.g. TRC but no texture support. Thanks psxsaves IP: Logged
Yasin Member Posts: 403 From:Netherlands Registered: Jan 2002 | posted 05-29-2002 02:24 AM Well I dont mind also if I dont have textures. But It would be ofcourse great when I could convert Tr3 levels into prj files and have textures with it. and maby lights. But if it isnt possible then no problem. IP: Logged
Phabius Phodes Member Posts: 697 From:Sao Paulo, SP, Brazil Registered: Jun 2001 | posted 05-29-2002 08:08 AM Agree. No textures needed. I think you only should correct the problems the may appear when converting some levels, as the ceiling/floor which sometimes are converted wrong, and the inability to convert some TR3 levels like Sewers and Roofs. Such a great tool! IP: Logged
aktrekker Member Posts: 1109 From:WA, USA Registered: Apr 2001 | posted 05-29-2002 09:00 AM DOH! I decided to look it over again and discovered I hadn't handled the TR1 vertices correctly. They are different than all other versions of the game. Put in a quick fix just a few minutes ago and the geometry is back, with most of the textures there. Just a few problems I need to look into on the TR1 textures, then I'll check TR2. I can only check TR3 for the demo levels I have. I may need to ask for the TR3 files for levels that don't convert right. There are still some things I don't convert, but I will give a very good explanation why it is not possible/practical. Interesting. Everyone wanted textures before. Now everyone appears satisfied without them. And I have come up with a way to do something many people were asking for in the past. It will be secretly implemented in the next version of TR2Prj. Then I'll provide information about it, first to tool builders, then to everyone else. [This message has been edited by aktrekker (edited 05-29-2002).] IP: Logged
Ale Junior Member Posts: 26 From:Paris, France Registered: Feb 2002 | posted 05-29-2002 03:25 PM Congratulations Aktrekker, you are doing a very good job I if find a TR3 level that don't convert right with the new version of TR2Prj, I will send the file to you. Good luck. IP: Logged

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