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Author | Topic: ## ALL TRLE LIMITATIONS ## p2
GokuZ Member Posts: 485 From:UK Registered: Sep 2001 | posted 04-03-2002 09:39 AM Only Post if you are 100% sure Only Post Standard Limitations not what you wish we had Ok now this Isn’t a bitching post, I want to create a List of ALL the Limitatioms their are within the Tomb Raider Level Editor and Popular Programs we use, and once we have the list we can push it to its Limits and get the very best out of the TRLE Also so newbies will know what to expect. TRLE LIMITATIONS : Tiles per Room :20x20 Rooms per Level: 255 FlipMaps per Level: ?? Flybys per Level: ?? Cameras per Level :?? Texture Tiles : ?? Lights per Room : 32 Lights per Level : 768 (* Note 1) Doors per Room : 20 Objects per Room: 100 Objects per Level: 2000 Triggers per Room: ?? Triggers per Level: 512 Polygons per object slot :255 *Note 1 Cameras, sinks, fog bulbs, sounds, and all lights count. It appears that flame emitters also have some affect. They don't count toward the total, but during game play they will affect lighting) ------------------ Currently Working On; Lara's Toy Story Often in the Chatbox / AOL Instant Messenger Name is : GoTenchiZ , MSN ; Gokuz99@hotmail.com IP: Logged
Phabius Phodes Member Posts: 633 From:Sao Paulo, SP, Brazil Registered: Jun 2001 | posted 04-03-2002 09:05 PM Texture Tiles: 128 64x64 tiles seems to be a safe number for a single TGA file. IP: Logged
TombRaiderMania Member Posts: 103 From:Grecce Registered: Feb 2002 | posted 04-04-2002 03:20 AM i think the triggers per room are 5 or 6. i think i had read it in the manual IP: Logged
Driber_IF Moderator Posts: 3239 From:Den Haag, The Netherlands Registered: Apr 2001 | posted 04-04-2002 04:19 AM Flybys per Level: max 8 flyby sequences (0 through 7) and max 32 flyby-cams per sequence (0 through 31) total: 256 flyby cams (wich makes sense if you convert 256 back to the binary system ) ------------------ If you can't have what you want, you have to want what you have! IP: Logged
aktrekker Member Posts: 1040 From:WA, USA Registered: Apr 2001 | posted 04-04-2002 04:49 AM Triggers per room is included in the Objects per room. I think rooms per level is actually 254. But a level that big may not work on all computers. If I remember right, lights per room is 36 (don't ask me why), and note 1 applies. Note 1 does not apply to Lights per level, it includes only lights themselves. IP: Logged
Driber_IF Moderator Posts: 3239 From:Den Haag, The Netherlands Registered: Apr 2001 | posted 04-05-2002 06:35 AM max height position of a ceiling: 128 max depth position of a floor: -128 when exceeding these limits, a bug will appear and the room goes all freaky, like it's thousands of clicks high 000751.html IP: Logged
hteS Member Posts: 1031 From: yellaV of the sgniK, tpygE Registered: Aug 2001 | posted 04-05-2002 10:37 AM Also, if you have a set of stacked rooms that goes through -128 and 128, Lara will act as if the rooms were walls, i.e she can't get into them. If one of the rooms have a ledge, Lara can walk on it, but she can't drop off; the edges act as walls. Another thing: If you lower the floor down to -128, and then continue, the floor square will appear above ground and then lower down to the floor level (but the status window says -256)! Something fun: When the floor is like this, raise it 2 or 3 clicks, then select it; only the floor "floor" will be highlighted, not the floor "walls", like this: No, they are NOT modified, they are made in the editor! ------------------ [This message has been edited by hteS (edited 04-05-2002).] IP: Logged
Wee Bald Man Member Posts: 628 From:Left Luggage Locker #27, Terminal 3, Heathrow Airport, London. Registered: May 2001 | posted 04-05-2002 04:58 PM This is a great idea GokuZ. Here's my first contribution: -------------------- The TRLE Editor has limitations when selecting triangle faces of textures in the Texture Panel. Although this may seem a minor limitation, in some cases it can cause frustration as the user has to resort to displaying stretched or tilted textures if their level relies on highly-detailed texture artwork. Basically, any selection smaller than 2 clicks by 2 clicks will reduce the amount of orientations possible (from the maximum of 4) to 2 or less: The kind of textures which are affected by this limitation are those with strong horizontal or vertical lines within the texture itself, e.g. brickwork, roofing tiles, tartan ( ) etc. WBM ------------------ Pray that there's intelligent life somewhere up in space, 'Cause there's bugger all down here on Earth. IP: Logged
Wee Bald Man Member Posts: 628 From:Left Luggage Locker #27, Terminal 3, Heathrow Airport, London. Registered: May 2001 | posted 04-05-2002 05:00 PM hteS, Could you possibly reduce the size of your pics as they are stretching the page? Thanks. WBM IP: Logged
hteS Member Posts: 1031 From: yellaV of the sgniK, tpygE Registered: Aug 2001 | posted 04-05-2002 11:16 PM quote: Originally posted by Wee Bald Man: hteS, Could you possibly reduce the size of your pics as they are stretching the page? Thanks. WBM Done! ------------------ IP: Logged
Wee Bald Man Member Posts: 628 From:Left Luggage Locker #27, Terminal 3, Heathrow Airport, London. Registered: May 2001 | posted 04-06-2002 03:34 AM Thank you hteS! WBM IP: Logged
KingSpyder Member Posts: 204 From: Registered: Feb 2001 | posted 04-07-2002 05:03 AM quote: Originally posted by Wee Bald Man: This is a great idea GokuZ. Here's my first contribution: -------------------- The TRLE Editor has limitations when selecting triangle faces of textures in the Texture Panel. Although this may seem a minor limitation, in some cases it can cause frustration as the user has to resort to displaying stretched or tilted textures if their level relies on highly-detailed texture artwork. Basically, any selection smaller than 2 clicks by 2 clicks will reduce the amount of orientations possible (from the maximum of 4) to 2 or less: The kind of textures which are affected by this limitation are those with strong horizontal or vertical lines within the texture itself, e.g. brickwork, roofing tiles, tartan etc. Actually, there is a way to overcome this: 1) Select the portion of texture you want (1x2, 2x1 or 1x1) and apply it where needed. Orientation does not matter. 2) Select the whole texture with the orientation you need. 3) Right-click the previously applied texture (the 1x2, 2x1 or 1x1 one from step one) and it'll come up with the same orientation you choose in step two! Hope that's not too confusing! I'll try to explain in more detail if it is. ------------------ KingSpyder KingSpyder@thefreesite.com KingSpyder's World The Doctor Who Transcripts Project The Original Tomb Raider Conversion Project The Dark! Your Source For Video Tape Labels! IP: Logged
Wee Bald Man Member Posts: 628 From:Left Luggage Locker #27, Terminal 3, Heathrow Airport, London. Registered: May 2001 | posted 04-15-2002 09:37 AM quote: Originally posted by KingSpyder: Actually, there is a way to overcome this: 1) Select the portion of texture you want (1x2, 2x1 or 1x1) and apply it where needed. Orientation does not matter. 2) Select the whole texture with the orientation you need. 3) Right-click the previously applied texture (the 1x2, 2x1 or 1x1 one from step one) and it'll come up with the same orientation you choose in step two! How the heck did you work that one out!? That has to be a candidate for the "Obscure and Weird Tutorials Section" of the Community FAQ page. The missing information in the manual never ceases to amaze me.. Thanks KingSpyder, now my level is going to look even more lovely thanks to your detective work. IP: Logged
Driber_IF Moderator Posts: 3239 From:Den Haag, The Netherlands Registered: Apr 2001 | posted 04-15-2002 10:56 AM and onto numero 3 IP: Logged

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