"UnofficialTRLE Chatbox Network - Live Help & Chat
TRLE FAQ and Community

| Eidos Interactive Forums Tomb Raider - The Level Editor Can Meshswap do this? profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone! | next newest topic | next oldest topic

Author | Topic: Can Meshswap do this?
LeeO Member Posts: 680 From: Registered: May 2001 | posted 03-03-2002 06:10 AM I was wondering if a meshswap could change a statue into an enemy (like the shiva in TR3) If it can, could someone tell me how? And also, does anyone have a working Shiva? IP: Logged
[XUCS]Member-#2 Member Posts: 44 From:CS_Militia_2k(@the PC in hte second level) Registered: Feb 2002 | posted 03-03-2002 06:16 AM no,thats(meshwarp)just an object,which showes U the gun-pack of the enemy,if it is full or empty but U can do this if U activate 'invisible' and '1,2,3,4,5' in the ocb of a static-object and put a trigger on the square,where to disappear,than put a enemy on the same square,trigger it on the same square as the static.......... than U do a gas-effect on the same squares like the ones I told U IP: Logged
TRWad Member Posts: 197 From:Rotterdam Registered: Dec 2001 | posted 03-03-2002 06:16 AM meshswaps are mostly hardcoded in TR4, I guess. But I never checked for animdispatches or next animation fields between them. If these exist, it might be possible to do it. But a better way it to place an ANIMATING as statue and make it have animations so it will go away when triggered. Trigger the ANIMATING, some steam and the enemie at the same time. I guess animations are possible with trviewer cause you can set animcommands with it too (and these contol the visible flag for meshes) IP: Logged
eTux Member Posts: 525 From:Valmiera, Latvia Registered: Jan 2002 | posted 03-03-2002 06:18 AM I asked about the working Shiva a time ago. No one really replied who knew But what you say about meshswap can be done easier. You must have an animating that looks like an enemy.You place the animating and enemy in a room, and when you want the statue to come to life, you trigger a flipmap, in which you trigger your enemy and antitrigger your animating. The animating will disappear and the enemy attack Lara or whatever it's supposed to do. I have an I dea to use a static object(arhitecture, furniture, plant) in place of the animating. This way you wont loose precious objects, and the static objects automatically disappear in a fliped room. IP: Logged
[XUCS]Member-#2 Member Posts: 44 From:CS_Militia_2k(@the PC in hte second level) Registered: Feb 2002 | posted 03-03-2002 06:20 AM quote: Originally posted by eTux: I asked about the working Shiva a time ago. No one really replied who knew But what you say about meshswap can be done easier. You must have an animating that looks like an enemy.You place the animating and enemy in a room, and when you want the statue to come to life, you trigger a flipmap, in which you trigger your enemy and antitrigger your animating. The animating will disappear and the enemy attack Lara or whatever it's supposed to do. I have an I dea to use a static object(arhitecture, furniture, plant) in place of the animating. This way you wont loose precious objects, and the static objects automatically disappear in a fliped room. antitriggers or flipmaps will never work if U wnat to let things disappear,I tried this in my "VCI:The final hit" IP: Logged

All times are PST (US) | next newest topic | next oldest topic
Administrative Options: Close Topic | Archive/Move | Delete Topic
| Hop to:

Contact Us | Eidos.com

[Copyright 1999/2000 - Eidos Interactive, Inc.; Mpath Interactive]

Powered by Infopop www.infopop.com © 2000
Ultimate Bulletin Board 5.45c