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Author | Topic: Exporting/Import Tr4 rooms to DXF.
Turbo_Pascal Member Posts: 47 From: Registered: Dec 2000 | posted 10-05-2001 09:11 PM How about get able to open your Tr4 levels files and extracting the rooms to DXF? This way you can edit your Tr4 room geometry in a CAD program like Rhino and build geometry for your room never posible with the editor. Get the "Strpix3" for Rooms program called RVIEW 4.5, with support for Tr1, Tr2, Tr3, Tr4 and TR5 levels. http://home.acadia.net/userpages/vagrant/progra.html Hope you like it. IP: Logged
trlestuff Member Posts: 306 From:Donald Oregon Usa Registered: Jul 2001 | posted 10-05-2001 09:32 PM that is great... wouldnt there be collision problems thouh ------------------ Colin<>Trlestuff Levels.Wads.Tools.Sites.Stuff Come to my Brand New Forums! IP: Logged
Phabius Phodes Member Posts: 283 From:Sao Paulo, SP, Brazil Registered: Jun 2001 | posted 10-05-2001 09:55 PM Downloaded. Gonna try it right now. IP: Logged
Phabius Phodes Member Posts: 283 From:Sao Paulo, SP, Brazil Registered: Jun 2001 | posted 10-05-2001 10:08 PM I like the interface of your program, very much. And the ability to load TRC files is just great! My wish (as with the previous version) is the ability to see more than two rooms simultaneously. Congratulations again! IP: Logged
aktrekker Member Posts: 490 From:WA, USA Registered: Apr 2001 | posted 10-05-2001 11:57 PM The limit is not what the editor can do. It is what the game engine itself (tomb4) can do. It expects the geometry to be a particular way. There is no way to tell it how to load a different type of geometry. Hmmm...just read what I had before and it seemed a little condescending even to me. Sorry about that. Technically, the editor isn't even a requirement. If you were a sadist, you could create the levels by hand with a hex editor. The LE just makes it easier to create the levels in the format the engine requires. Once you understand the role of the LE you can see why you can't violate the rules programmed into tomb4. [This message has been edited by aktrekker (edited 10-06-2001).] IP: Logged
psiko Member Posts: 567 From:Rome Registered: Mar 2001 | posted 10-06-2001 05:19 AM WWOOOOOOOOOWWWWWW downloading NOWWWWWW but do you talk about IMPORTING TOO... can we import it in tr4 level and play them with TRLE tomb4.exe? IP: Logged
Alexis Rombaut Member Posts: 152 From:Belgium Registered: Jul 2001 | posted 10-06-2001 05:28 AM quote: Originally posted by trlestuff: that is great... wouldnt there be collision problems thouh Yes there is, slopped wall don't work.... Wrong collision... IP: Logged
Turbo Pascal Member Posts: 81 From: Registered: Dec 2000 | posted 10-06-2001 08:37 AM >The limit is not what the editor can do. It >is what the game engine itself (tomb4) can >do. It expects the geometry to be a >particular way. There is no way to tell it >how to load a different type of geometry. You are right, there is not any program from anybody that will expand the limits/rules for the tomb4 last revelation engine (tomb4.exe). As Strpix3 users already know, the tomb raider objects (as same the rooms) is built using 2 separates things: The meshes (just how it look) data, and the solid/colision data. I am giving the way to export just the meshes. I know that if you make drastic changes to the meshes, then the colision will be wrong, the idea is not to "built" a level using a CAD program, the idea is to make cheat and implement some visual geometry not posible for the default geometry from the editor. Look the pic below: Note the Pilars has some CAD edited geometry, giving a different "wide" to the towers and even some curved surfaces. (first seen in quake arena). Of curse the colision in these pilars are wrong, but Lara will not fly and touche them!! right? Another usefull trick: How about if you put just a solid block in your room using the LE, then export the room to CAD program and change the block meshes and draw a object ( a statue for example), then the colision will be perfect! and noted that building static objects this way has a adventage: the colision and you are allowed to use more polygons (1500 vertices per room in this revision). Think about it. Turbo Pascal. (pic is from a playable level from the vagrant) [This message has been edited by Turbo Pascal (edited 10-06-2001).] IP: Logged
psiko Member Posts: 567 From:Rome Registered: Mar 2001 | posted 10-06-2001 08:46 AM RIGHT RIGHT RIGHTTTTTTTT simply what I neededddddddddd please I cannot try this program until monday as I am expecting some new hardware, can you tell me if it works with this TRLE levels and if there are limits for the number of polygons? then, if we can use with custom levels from TRLE, we can't open it anymore with the room editor, right?.... pleaseeee I really can't wait until monday, I think I will become CRAZY, but anyhow THANKS TURBO PASCAL!!!!! you "simply" destroied ANOTHER LIMIT!!! IP: Logged
trlestuff Member Posts: 306 From:Donald Oregon Usa Registered: Jul 2001 | posted 10-06-2001 10:09 AM This is freaking COOL...... turbo, i use meta and the sizeing is realy hard... how do i know what the right size is? and another thing... after u make changes you cant output again so u must make the changes when your level is finished... is there a way to fix this?????? ps. is there anything u cant do? ------------------ Colin<>Trlestuff Levels.Wads.Tools.Sites.Stuff Come to my Brand New Forums! IP: Logged
Turbo Pascal Member Posts: 81 From: Registered: Dec 2000 | posted 10-06-2001 10:39 AM >please I cannot try this program until >monday as I am expecting some new hardware, >can you tell me if it works with this TRLE >levels and if there are limits for the >number of polygons? This Rview revision: - 1500 vertices per room. - 2000 rectangles per room - 1250 triangles per room. This are Rview limits that i can expand if they are not enough, but i don;t know what are the tomb4.exe limits. >This is freaking COOL...... turbo, i use >meta and the sizeing is realy hard... how >do i know what the right size is? and >another thing... after u make changes you >cant output again so u must make the >changes when your level is finished... is >there a way to fix this?????? >ps. is there anything u cant do? Well, about the metasoquia scaling you use the same parameters that i gave for the control. But i don;t recomend to use metasoquia, because all textures info are lost and you room will have not textures, you will have to put the textures again (using Rview). Yes, the work will have to be donde when your level is finished (in TR4 file format), however you can save your work in propetary Rview *.msh file format, then if your TR4 is rebuilt (using tombpc) just load the *.msh and your Rview work is back. Turbo Pascal. IP: Logged
Seth Member Posts: 1044 From:Phoenix, Arizona Registered: May 2000 | posted 10-06-2001 10:44 AM HELP! Mine isn't working! I load up tut1.tr4, and it freezes while it's loading some texture. Can ya help? This program looks absoulty coooool!!!!!! IP: Logged
psiko Member Posts: 567 From:Rome Registered: Mar 2001 | posted 10-06-2001 03:00 PM TURBO IS SIMPLY FANTASTIC, but can you simply multiply *2 all the number of the polygons? I did a quite sum and I need only a little bit more, but if you multiply only per 2 it is FANTASTIC.... WELL THANKS AGAIN, REALLY REALLY REALLY REALLY THANKS I WAS TRYING TO IMAGINE HOW TO REALIZE SOME HARD ROOM for my next level and now I can do itttttttttttt! you simply realized another dream of mine!!! (well I hope I will be able when I will try this program with my new PC) how can I thank you? I really need to do something to thank you, but I think the best thanking is to realize my best level I can create with the CAD!!!! I will post a screenshot here when I will have my first try with a successful importing!!!!! thank you very much! IP: Logged
psiko Member Posts: 567 From:Rome Registered: Mar 2001 | posted 10-06-2001 07:01 PM oh sorry, another question: those numbers are counted considering even the meshes used for objects? or only engine polygons? I remind that I cannot use it until monday, so I do not know... when I export a room objects are still there in the DXF and I can change them or not? please answer to this two questions... so in the while I have not my pc I can "work with my immagination" LOL IP: Logged
Turbo_Pascal Member Posts: 47 From: Registered: Dec 2000 | posted 10-06-2001 09:42 PM >oh sorry, another question: those numbers >are counted considering even the meshes used >for objects? or only engine polygons? It count Only the meshes used for built the walls, floor and ceiling in the room, when you export the room to DXF only room meshes are exported, all items/objects on in (from a WAD) are not afected on any way, they are not exported, and can't be edited. >I remind that I cannot use it until monday, >so I do not know... when I export a room >objects are still there in the DXF and I can >change them or not? Objects in room (from a WAD) are not included in the DXF, only the meshes for the room. All your Items, triggers, lights etc are keeped in the room, just the geometry is changed. But You can even build some objects using room polys, check this Lara's statue (built one year ago) http://www.fairchild.0catch.com/ivy.html Turbo Pascal IP: Logged
aktrekker Member Posts: 490 From:WA, USA Registered: Apr 2001 | posted 10-06-2001 10:15 PM Turbo, was that pic above from inside tomb4? I'd love to see something like that actually in tomb4 that could be playable. Not that I doubt you This would really be great. Maybe a new room editor could allow these types of changes when you first build a level. If I can figure out the TOM file format, I was thinking of trying it. IP: Logged
Turbo_Pascal Member Posts: 47 From: Registered: Dec 2000 | posted 10-06-2001 10:50 PM >Turbo, was that pic above from inside tomb4? >I'd love to see something like that actually >in tomb4 that could be playable. Not that I >doubt you The pic is from a playable TR3 level, me and my friends are able to do editing room geometry with a CAD program over a year ago. with newer rview now it can be done for Tr4 and TRC levels too. it realy work, beliabe me. Turbo Pascal. IP: Logged
zaher0001 Member Posts: 63 From:syria Registered: Sep 2001 | posted 10-06-2001 11:29 PM great work.. but i have 2 question please 1-for example if i trigger a square for an enemy in a room then export this room as dxf file to edit it..........then import it back to rview ...does my first trigger change?or it will not be deleted 2-can i draw doors between two rooms using my cad program?? thank you very much ZAHER ABBAS THE KING OF TOMB RAIDER ZAHER&LARA FOREVER IP: Logged
Bart! Member Posts: 108 From:The Netherlands Registered: May 2001 | posted 10-07-2001 01:44 AM 1-for example if i trigger a square for an enemy in a room then export this room as dxf file to edit it..........then import it back to rview ...does my first trigger change?or it will not be deleted Remember that exporting-editing-importing a rooms DXF with Rview only changes HOW IT LOOKS, and all other data in the level, such as triggers, objects, collision, stays the same. 2-can i draw doors between two rooms using my cad program?? Yes off course, Rview can import any edited dxf file (as long as the .dxf meets Rviews dxf requirements) and replace it with the mesh in a room. --- Bart IP: Logged
psiko Member Posts: 567 From:Rome Registered: Mar 2001 | posted 10-07-2001 04:56 AM "It count Only the meshes used for built the walls, floor and ceiling in the room, when you export the room to DXF only room meshes are exported, all items/objects on in (from a WAD) are not afected on any way, they are not exported, and can't be edited. All your Items, triggers, lights etc are keeped in the room, just the geometry is changed." so, it is completely good for me, more than I could EVER imagine. Now this waiting until I have my new PC, is completely frustrating. But I am having many ideas during those hours I knew we could use it to have "more objects in the level", but that is not the only way to use it I don't have words to thank you IP: Logged
Seth Member Posts: 1044 From:Phoenix, Arizona Registered: May 2000 | posted 10-08-2001 05:46 AM quote: Originally posted by Seth: HELP! Mine isn't working! I load up tut1.tr4, and it freezes while it's loading some texture. Can ya help? This program looks absoulty coooool!!!!!! Ahem....... [This message has been edited by Seth (edited 10-08-2001).] IP: Logged
Turbo Pascal Member Posts: 81 From: Registered: Dec 2000 | posted 10-08-2001 09:39 AM >HELP! Mine isn't working! I load up >tut1.tr4, and it freezes while it's loading >some texture. Can ya help? This program >looks absoulty coooool!!!!!! well, it is realy hard to know why the program crash IN YOUR COMPURTER but... If you are using ATI video card then in rview go to "help", "config" and choose "32 bit" for the opengl color bits buffer size. if you are using a voodoo video card then select "24 bits". Please, read the readme.txt file for more details about problems. t.p. IP: Logged
Seth Member Posts: 1044 From:Phoenix, Arizona Registered: May 2000 | posted 10-09-2001 05:50 AM I'm using an ATI, so thanks. IP: Logged
psiko Member Posts: 567 From:Rome Registered: Mar 2001 | posted 10-10-2001 06:32 AM ok, I tried it. well really woderful as I hoped.... but turbo double sided texture are not kept, and even transparent... and triagles are not goodly textured.... (same problem strpix3 had in its previous version) then lights are not DIFFUSED correctly among next rooms.... I know how to fix the double sided problem but it the program had a way to keep that info, it would be great (even the transparent info, which I do not know how to create again once imported...) Anyhow, turbo, it is completely GOOD for now I know I am asking for too much as I am a really hopeless perfectionist thanks again! IP: Logged

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