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Author Topic:   Collision detection/turbo pascal/trwad
mirai
Member

Posts: 94
From:Tokyo, Japan
Registered: Nov 2000

posted 05-16-2001 06:58 PM     Click Here to See the Profile for mirai     Edit/Delete Message   Reply w/Quote
Turbo Pascal mentioned you can edit collision
detection using the editor. How?

There are many hacked objects on the TRwad page, but like the Times Level Office, Lara
walks through the objects.
How can you switch on detection?
(the invisible square around the object)

Also the imported movable block is great and a much needed element but is useless without
collision detection. I think we would really like to get these basic generic elements working before other objects.

I would also like the BLUE SAVE/energy CRYSTAL.(and more flying objects like the Crows...) (but probably unrealistic)

pe@ce
MIRAI

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robbase
Member

Posts: 425
From:the other side of the puddle
Registered: Mar 2001

posted 05-17-2001 12:09 AM     Click Here to See the Profile for robbase     Edit/Delete Message   Reply w/Quote
ahh this is proving to be very tricky.
I am trying to assign no collision to the new motor bike. as the side car is gone, but the left side still repels Lara. this process is a nightmare for me. how ever I can point you in the right direction. It will be good to know someone else id working on this.
go to your top menu bar. in the object dropdown select edit object. you will see a window with: the object, a floor space grid, a floor up and down button, and a button for floor type. this "floor type" button will bring up a whole new menu with many unexplained collision types.

I just started playing with this today, so unfortunately that's all I can tell you. a serious down side is that this won't effect the wad only the .tom also I've heard that this will only effect objects created for Lara's interaction.

I wish I had better news for both of us.

good luck -rob

------------------

Home of the newest addition to Lara's motor pool!

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Turbo Pascal
Member

Posts: 67
From:
Registered: Dec 2000

posted 05-17-2001 11:42 AM     Click Here to See the Profile for Turbo Pascal   Click Here to Email Turbo Pascal     Edit/Delete Message   Reply w/Quote
>go to your top menu bar. in the object >dropdown select edit object. you will see a >window with: the object, a floor space >grid, a floor up and down button, and a >button for floor type. this "floor type" >button will bring up a whole new menu with >many unexplained collision types.

You use the grid to tell how much squares and how much high the solid will cover.
But this method is just like puting a invisible block(s) in the place where you
put the object.

The problem is that this method only work well for statics objetcs, but does't work for pushables object and animated enemies/objects.

I had not time righ now for check the colision info included in each object in wad file. i know that there is X,Y,Z data that point to the objetc's center, and there is a Unknow 16bits value (0-64536) fior the colision.
I don't know yet how is interpreted this field, i was thinking that this is the radious for a colisional sphere, but in my test seems that this is wrong.

I will try to find out this.


>I would also like the BLUE SAVE/energy >CRYSTAL....

This can be easely extracted using Popov's Trviewer and imported using strpix3 and CAD.


T.P.

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