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Author
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Topic: You know what your doing.
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aaronicus Junior Member Posts: 27 From:f Registered: Jan 2001
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posted 01-30-2001 03:28 PM
Ok. I used to be user REALPD. Some may remember me. I was here a long time ago. Well I've been fiddlin with the level editor. And I have some questions. Ok 1) Some times when I add more stuff into the level when lara climbs a ladder she appears to go through the ladder. I can only climb up if she is on the farthest left or right of the ladder. 2) How do I link levels. The manual doesn't tell enough. Most of u know how i assume. 3) When I but a baddie in and make a trigger for him nothing happens. I just see him there frozen. Not doing anything. however the sas or sis i can't remember bloke guys move fine. 4) Some times I get floating Lara bums. Whats with that 5)How do I make my own .tom file without having to override city.wad and that to use the objects from it. 6)How can I change lara's outfits. 7)U guys are great. Not a question i know. 8)Say I make a .tr4 file and it's not any of the ones listed when u start a new game. How do I bring it up on that list. You know the list that first has tut level then something and the last is the city of the dead. How can I put in my own there. 9) How do I edit the script file. 10) thanks.------------------ I am all. IP: Logged |
aaronicus Junior Member Posts: 27 From:f Registered: Jan 2001
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posted 01-30-2001 04:08 PM
can anyone help?IP: Logged |
Trocinth Member Posts: 122 From:Bronx, New York, USA Registered: Dec 2000
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posted 01-30-2001 04:30 PM
I'll try to help you out on some of this stuff....To link levels, you need to put a FINISH trigger at the end of your level. Select a particular square (or zone of squares) where you wish to end your level, and place a trigger. Now, set the trigger type as FINISH, and enter the number of the next level to be loaded (in the box next to where you set the TRIGGER TYPE.) The number of the level corresponds to the order in which they appear in the script file. For example, if you haven't edited the script file at all, the level containing the TUT1.WAD would be the first level, the level containing the SETTOMB.WAD would be second, and so on. So, if you wanted to end your level and have the next level be the one containing the SETTOMB.WAD, you'd enter a number 2 in the box. Of course, you may want to edit the script file if the order of your levels don't correspond to how they are set up by default. So, exit the editor and go to the folder containing the script file (it should be under PROGRAM FILES/CORE DESIGN/TRLE unless you installed to a different directory.) Now, open the script, and look at how it contains blocks of information. It's pretty straightforward. Look at the last line of each block of information, and you can figure out what WAD it pertains to (for example, the last line of the first block shows TUT1.WAD.) You can cut and paste these blocks in any order. If you wanted the first level to be the one containing the KARNAK.WAD, simply find that block, cut it, and paste it above the block containing the TUT1.WAD. It sounds more complicated than it actually is, trust me. In order for your changes to take effect, you'll have to save them, and exit to DOS. Now, from DOS, go to the directory containing the script.txt file. Once you're in that directory, type "script script.txt." Three new files will be created in the TRLE directory. Now, return to Windows and copy these three files to the directory where the original script.txt file is (just let it overwrite the existing one since that's outdated anyway.) Regarding the problems you're having with baddies... I'm not sure I can help you. Here's how I've been setting them up: Place the baddy on your map. Choose a square for your trigger, and set it. There's really nothing else to it. Just make sure you're not putting your baddy on an illegal slope, or he won't be able to move. IP: Logged |
aaronicus Junior Member Posts: 27 From:f Registered: Jan 2001
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posted 01-30-2001 04:36 PM
Thank you so very much. I appreciate all your help!  IP: Logged |
aaronicus Junior Member Posts: 27 From:f Registered: Jan 2001
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posted 01-30-2001 04:49 PM
In the script what do the number beside the file name mean, for exampleLevel= DATA\GUARD,107 what does the 107 mean? IP: Logged |
pwhirl Member Posts: 818 From:Mission, BC, Canada Registered: Dec 2000
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posted 01-30-2001 05:03 PM
107 is the audio track played in your level. Goto the audio folder to find the one you want.------------------ Never give-up! unless the situation is hopeless:) The only thing certain in life is uncertainty! TR Level Archive My own level archive with 70+ levels. IP: Logged |
aaronicus Junior Member Posts: 27 From:f Registered: Jan 2001
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posted 01-30-2001 05:13 PM
thank you. Can u make your own wad file? and what are those $0003,$0040 things anyways.IP: Logged |
pwhirl Member Posts: 818 From:Mission, BC, Canada Registered: Dec 2000
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posted 01-30-2001 05:16 PM
You can't make your own wad yet but maybe in the future. As for those numbers I really don't know. I think they have to do with inventory stats or which key for which hole?------------------ Never give-up! unless the situation is hopeless:) The only thing certain in life is uncertainty! TR Level Archive My own level archive with 70+ levels. IP: Logged |
Colin Grigson Member Posts: 776 From:LONDON, ENGLAND Registered: Jan 2001
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posted 01-31-2001 02:58 AM
When you finished editing your script and english.txt file, try running the program called "packer" found on this page. It does all the changing of directories and moving of files for you.Col. ------------------ www.tombraider-customlevels.fsnet.co.uk IP: Logged |