Eidos Interactive Forums
  Tomb Raider Level Editor
  A cutscene to make. (And not a flyby camera sequence with wavs) (Page 1)

Post New Topic  Post A Reply
profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone!
This topic is 2 pages long:   1  2 
next newest topic | next oldest topic
Author Topic:   A cutscene to make. (And not a flyby camera sequence with wavs)
seven125
Member

Posts: 133
From:Austria
Registered: Jan 2001

posted 08-09-2001 12:04 PM     Click Here to See the Profile for seven125     Edit/Delete Message   Reply w/Quote
Try flipeffect Nr 45.

Well i only tried it with Von Croy. The screen becomes 16:9 and von croy starts moving his arms. it's like in Angkor. The scene lasts as long as the wave is. Wich wave the exe playes depends on the number in the timer field. But it's strange. He doesn't play foe e.g. the wave number 1 if you enter 1 in the timer field. But you could try doing it.

IP: Logged

Brad Casali
Member

Posts: 465
From:Sandusky, Ohio, USA
Registered: Jun 2001

posted 08-09-2001 12:10 PM     Click Here to See the Profile for Brad Casali   Click Here to Email Brad Casali     Edit/Delete Message   Reply w/Quote
I tried Flipeffect 45, nothing happened.

------------------
http://www.geocities.com/hicho15/Lpage.html

IP: Logged

seven125
Member

Posts: 133
From:Austria
Registered: Jan 2001

posted 08-09-2001 12:13 PM     Click Here to See the Profile for seven125     Edit/Delete Message   Reply w/Quote
Well download the angkor prj and look how they did it.

IP: Logged

Brad Casali
Member

Posts: 465
From:Sandusky, Ohio, USA
Registered: Jun 2001

posted 08-09-2001 12:16 PM     Click Here to See the Profile for Brad Casali   Click Here to Email Brad Casali     Edit/Delete Message   Reply w/Quote
Where would I get that?

------------------
http://www.geocities.com/hicho15/Lpage.html

IP: Logged

Kiopo
Member

Posts: 739
From:Liverpool, UK
Registered: Jul 2001

posted 08-09-2001 01:38 PM     Click Here to See the Profile for Kiopo   Click Here to Email Kiopo     Edit/Delete Message   Reply w/Quote
The american Eidos site, under other media.

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

Visit my newly updated site: http://www.tombraiderconnection.8k.com
UNDER CONSTRUCTION

Or Email me james.mcc@btinternet.com

IP: Logged

seven125
Member

Posts: 133
From:Austria
Registered: Jan 2001

posted 08-09-2001 01:41 PM     Click Here to See the Profile for seven125     Edit/Delete Message   Reply w/Quote
Well the angkor.prj was in the zup with the angkor wad. it's been a long time when ago when i downloaded it but i think it was at the official eidos site

IP: Logged

Emma P
Moderator

Posts: 405
From:Suffolk, England
Registered: Apr 2001

posted 08-09-2001 01:57 PM     Click Here to See the Profile for Emma P   Click Here to Email Emma P     Edit/Delete Message   Reply w/Quote
Do you realise that if you are right then this is like all our Christmas's coming at once?! This is what we have all been waiting for!

IP: Logged

seven125
Member

Posts: 133
From:Austria
Registered: Jan 2001

posted 08-09-2001 02:00 PM     Click Here to See the Profile for seven125     Edit/Delete Message   Reply w/Quote
Well the only problem is that i don't know how to access the wave we want.

But why don't you try it. Look at the angkor.prj and then try to rebuild the flipeffect 45

IP: Logged

Tension
Member

Posts: 262
From:West sussex, England
Registered: Jul 2001

posted 08-09-2001 02:00 PM     Click Here to See the Profile for Tension     Edit/Delete Message   Reply w/Quote
well if this works then i'll be on the look out for a butler voice over, have to decided to set the story of my level, jeeves is off sick lara enlists a temp replacement heh

------------------
Tombraider: Flashback

Website

IP: Logged

Wee Bald Man
Moderator

Posts: 184
From:Left Luggage Locker #8, Heathrow Airport, London
Registered: May 2001

posted 08-09-2001 06:07 PM     Click Here to See the Profile for Wee Bald Man   Click Here to Email Wee Bald Man     Edit/Delete Message   Reply w/Quote
Hi Seven125,

Could you please email a copy of the .prj file which you have created with the 16:9 effect working?

Thank you in advance.

Email: wee-bald-man@tombraiders.co.uk

IP: Logged

Brad Casali
Member

Posts: 465
From:Sandusky, Ohio, USA
Registered: Jun 2001

posted 08-09-2001 06:47 PM     Click Here to See the Profile for Brad Casali   Click Here to Email Brad Casali     Edit/Delete Message   Reply w/Quote
Could you also just send me the prj?
Thank you very much!
ebradpt@lrbcg.com

------------------
http://www.geocities.com/hicho15/Lpage.html

IP: Logged

seven125
Member

Posts: 133
From:Austria
Registered: Jan 2001

posted 08-10-2001 03:05 AM     Click Here to See the Profile for seven125     Edit/Delete Message   Reply w/Quote
Ok i will send it to you!

IP: Logged

jeffrey van oort
Member

Posts: 265
From:Eindhoven,nb,Netherlands
Registered: Jun 2001

posted 08-10-2001 04:32 AM     Click Here to See the Profile for jeffrey van oort   Click Here to Email jeffrey van oort     Edit/Delete Message   Reply w/Quote
i would like to have it to.
to take a closer look.
c.oort@chello.nl

------------------
Ain't never learned!!!

IP: Logged

Wee Bald Man
Moderator

Posts: 184
From:Left Luggage Locker #8, Heathrow Airport, London
Registered: May 2001

posted 08-10-2001 05:03 AM     Click Here to See the Profile for Wee Bald Man   Click Here to Email Wee Bald Man     Edit/Delete Message   Reply w/Quote
Hi seven125,

Nothing is happening when I move Lara over any of the fliptrigger 45 areas in your .prj file.

Sequence of events:

1) I activate Von Croy
2) He runs off towards the 1st golden skull.
3) I run over fliptrigger 45 (then fliptrigger 30).
4) 16:9 effect does not occur (as in original game).

I am using the angkor.wad (revised) and have output .tom file etc and converted using level convertor. I have even replaced all the audio files in the TRLE directory with the audio files from TR4 CD.

Any ideas why it's working on your machine and not mine?

[This message has been edited by Wee Bald Man (edited 08-10-2001).]

[This message has been edited by Wee Bald Man (edited 08-10-2001).]

IP: Logged

seven125
Member

Posts: 133
From:Austria
Registered: Jan 2001

posted 08-10-2001 09:49 AM     Click Here to See the Profile for seven125     Edit/Delete Message   Reply w/Quote
Well i don't know. I also send it to Brad and it seems to work for him.

IP: Logged

Driber_IF
Member

Posts: 823
From:Den Haag, The Netherlands
Registered: Apr 2001

posted 08-11-2001 05:30 AM     Click Here to See the Profile for Driber_IF   Click Here to Email Driber_IF     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by Brad Casali:
I tried Flipeffect 45, nothing happened.



I don't think so, seven

tried is myself (with the original angkor level though, but I can't see any difference in "your" project and the original one), but nothing happened here eighter

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

Tomb Raider - Ancient Legends levels (2), walkthroughs,
tutorials, wallpapers and other TR goodies on driber.cjb.net
!!! new: the full release of the OBJECTS ARCHIVE is out !!!

IP: Logged

jeffrey van oort
Member

Posts: 265
From:Eindhoven,nb,Netherlands
Registered: Jun 2001

posted 08-11-2001 06:48 AM     Click Here to See the Profile for jeffrey van oort   Click Here to Email jeffrey van oort     Edit/Delete Message   Reply w/Quote
it worked.
thank you so much...........
now i finaly can use my program usefull.
i can kisssssssssssssssssss you.
thank you so much and by the way i use flipeffect 16 and 18.
i still have to experimentate with this..

------------------
Ain't never learned!!!

IP: Logged

Tension
Member

Posts: 262
From:West sussex, England
Registered: Jul 2001

posted 08-11-2001 07:15 AM     Click Here to See the Profile for Tension     Edit/Delete Message   Reply w/Quote
there are some very weird flip effects

I tested 0-40 lastnight, two of them removed laras tousers and drew the old outfit shorts, I found one that stops you from firing too, spacebar does nothing

------------------
Tombraider: Flashback

Website @ bt or Website @ marhost

IP: Logged

Emma P
Moderator

Posts: 405
From:Suffolk, England
Registered: Apr 2001

posted 08-11-2001 07:20 AM     Click Here to See the Profile for Emma P   Click Here to Email Emma P     Edit/Delete Message   Reply w/Quote
That's interesting about the one that takes her guns away. It must have taken you ages to test all those flip effects. Why would they not tell us about the one that takes the guns away? You know if we each tried some different flip effect numbers then we could have them covered in no time at all.

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

IP: Logged

Tension
Member

Posts: 262
From:West sussex, England
Registered: Jul 2001

posted 08-11-2001 07:24 AM     Click Here to See the Profile for Tension     Edit/Delete Message   Reply w/Quote
opps

its flipeffect 12

wont let you even draw your pistols dont know bout other weapons, think you mean we should make a list of each one that may have some value - I agree

------------------
Tombraider: Flashback

Website @ bt or Website @ marhost

IP: Logged

Emma P
Moderator

Posts: 405
From:Suffolk, England
Registered: Apr 2001

posted 08-11-2001 07:26 AM     Click Here to See the Profile for Emma P   Click Here to Email Emma P     Edit/Delete Message   Reply w/Quote
OK, well I'm gonna start on numbers 60-80 and make a note of anything that may be of use. I'll let you know how I get on! By the way, what wad are you using to test this with?

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

IP: Logged

Tension
Member

Posts: 262
From:West sussex, England
Registered: Jul 2001

posted 08-11-2001 07:34 AM     Click Here to See the Profile for Tension     Edit/Delete Message   Reply w/Quote
Im using my custom house wad mainly karnak in base, if different wads affect flipeffects may take awhile to get them all tho - 16 and 18 just crash for me

14/15 remove holsters and draw the gun but when you fire, she uses her hands too

11 = big crashing sound, shaking of the screen

9 or 10 make this weird beatle moving noise

I ultimately started this in the hope to find a timer, I notice angkor race has a flipeffect of 28 at the start, it seems to do nothing

[This message has been edited by Tension (edited 08-11-2001).]

IP: Logged

Emma P
Moderator

Posts: 405
From:Suffolk, England
Registered: Apr 2001

posted 08-11-2001 07:39 AM     Click Here to See the Profile for Emma P   Click Here to Email Emma P     Edit/Delete Message   Reply w/Quote
Well I've only done a few, but they have all crashed the game so it makes me wonder if the flip effects even go as high as 60?

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

IP: Logged

Wee Bald Man
Moderator

Posts: 184
From:Left Luggage Locker #8, Heathrow Airport, London
Registered: May 2001

posted 08-11-2001 07:41 AM     Click Here to See the Profile for Wee Bald Man   Click Here to Email Wee Bald Man     Edit/Delete Message   Reply w/Quote
Could somebody be so kind as to explain EXACTLY what one has to do in order to get these flip effects working? There are some people here that are experts at using the Level Editor that have failed to get these flip effects to work. Please share your discovery so that we can all make better levels!

IP: Logged

Emma P
Moderator

Posts: 405
From:Suffolk, England
Registered: Apr 2001

posted 08-11-2001 07:44 AM     Click Here to See the Profile for Emma P   Click Here to Email Emma P     Edit/Delete Message   Reply w/Quote
I've just tried FE 12 and it doesn't actaully take away her pistols, I mean they are still there, but she doesn't pull them out. Also, if you move off the trigger square then she can use her guns again. If you move onto the trigger square whilst her pistols are drawn, her guns turn into part of her hands! Very weird indeed! I'm still trying without any luck to find anything usefull!

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

IP: Logged

Tension
Member

Posts: 262
From:West sussex, England
Registered: Jul 2001

posted 08-11-2001 07:45 AM     Click Here to See the Profile for Tension     Edit/Delete Message   Reply w/Quote
like making a cd trigger

I just build a trigger, click on the object field select flipeffects and type in the number

that is weird, on mine going on the square with pistols drawn, she just holds them once off returns to normal

gone up to 50 now and have found nothing really, but if different wads or script settings objects - actions affect them
could be here alday

------------------
Tombraider: Flashback

Website @ bt or Website @ marhost

[This message has been edited by Tension (edited 08-11-2001).]

IP: Logged

Wee Bald Man
Moderator

Posts: 184
From:Left Luggage Locker #8, Heathrow Airport, London
Registered: May 2001

posted 08-11-2001 08:04 AM     Click Here to See the Profile for Wee Bald Man   Click Here to Email Wee Bald Man     Edit/Delete Message   Reply w/Quote
Thanks Tension,

For the benefit of those who are still wondering what people are talking about, don't use the zip file which was passed around recently('Flipeffect45'). It doesn't work.

Just do what Tension says and create a new flipeffect trigger (in a WAD that you know is functioning correctly).

[This message has been edited by Wee Bald Man (edited 08-11-2001).]

IP: Logged

Emma P
Moderator

Posts: 405
From:Suffolk, England
Registered: Apr 2001

posted 08-11-2001 08:43 AM     Click Here to See the Profile for Emma P   Click Here to Email Emma P     Edit/Delete Message   Reply w/Quote
Most of these flip effects seem totally useless to me. For example, FE 44 takes away Lara's left pistol although when you draw them she still looks like she is drawing her left one, and it even fires! But there is no gun there! Pointless!

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

IP: Logged

Tension
Member

Posts: 262
From:West sussex, England
Registered: Jul 2001

posted 08-11-2001 09:10 AM     Click Here to See the Profile for Tension     Edit/Delete Message   Reply w/Quote
yes but 44 crashes for me and that effect is on a lower number effect with mine, so its looking like its different for each wad, well as I think above

anyone want to go through the entire lot?
or ask core for a better manual that covers this stuff more useful than another editor and more likely

------------------
Tombraider: Flashback

Website @ bt or Website @ marhost

IP: Logged

Emma P
Moderator

Posts: 405
From:Suffolk, England
Registered: Apr 2001

posted 08-11-2001 09:16 AM     Click Here to See the Profile for Emma P   Click Here to Email Emma P     Edit/Delete Message   Reply w/Quote
I'm using the Settomb wad. What did you get when you tried 16 and 17? Because 16 makes Lara look like she has a flame type thing coming out of her right hand, and 17 is the same but in the left hand! Why would Core make such useless flip effects? On the settomb wad I've gone from 1-17 and then 41-65 and nothing appears to be of any use at all! What you said early about 28, that just sets the fog rgb.

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

IP: Logged

Tension
Member

Posts: 262
From:West sussex, England
Registered: Jul 2001

posted 08-11-2001 09:32 AM     Click Here to See the Profile for Tension     Edit/Delete Message   Reply w/Quote
16 crashes, 17 not sure but its safe to say
we arent getting same results with same numbers, theres tons of possibles why they could work, maybe some codes taken out of the exe or for cutscenes, beyond me

------------------
Tombraider: Flashback

Website @ bt or Website @ marhost

IP: Logged

jeffrey van oort
Member

Posts: 265
From:Eindhoven,nb,Netherlands
Registered: Jun 2001

posted 08-11-2001 10:07 AM     Click Here to See the Profile for jeffrey van oort   Click Here to Email jeffrey van oort     Edit/Delete Message   Reply w/Quote
i used a custom wad with flipeffect 45.
the screens goes to room 0 and stays there for a couple of secconds then it flips to lara.

------------------
Ain't never learned!!!

IP: Logged

Emma P
Moderator

Posts: 405
From:Suffolk, England
Registered: Apr 2001

posted 08-11-2001 10:14 AM     Click Here to See the Profile for Emma P   Click Here to Email Emma P     Edit/Delete Message   Reply w/Quote
That's interesting to know. It's obvious that the effect is different depending on what wad you use, and I also believe that the ones that don't crash the game but don't do anything at all, must have an effect on something. Maybe you have to have a certain object in the level for it to have any effect. But like you said, the possibilities are endless and we could spend a lifetime on a wild goose chase. I think the best thing we can do is smile sweetly and think of a good way of bribing Core into revealing some of their secrets!

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

IP: Logged

Alexis Rombaut
Member

Posts: 143
From:Belgium
Registered: Jul 2001

posted 08-11-2001 01:45 PM     Click Here to See the Profile for Alexis Rombaut   Click Here to Email Alexis Rombaut     Edit/Delete Message   Reply w/Quote
If we really want to understand flipeffects we have to "think" like the computer does.

A WAD contains more then meshes and textures. It has several data linked to the objects, such how to put a multimesh object together and much more. Several important modifications of an object must be stored in the WAD too. I personally think that code bits are stored in WAD too.

Don't think that by "hardcoded" is always ment in the exe file. A great example of this is Vehicale_Extra, although in the same gameslot for the bike and the jeep, the Vehicale_Extra of KV5 and City or totally different. So we can conclude that the object contains new information to make lara sit.

If you import export and object (TRwest) you get more then just a new mesh and textures.

I am certain that the object LARA (M1) is DIFFERENT from WAD to WAD, certainly in WADS used in cutscenes.

I have tested this.
I have taken a random WAD and noted its size. Using TRwest I imported Lara from StreetBazar which contains a cutscene, saved the WAD and compaired the size. An increase of 50 kB!!! So the animations for the cutscenes are stored allong the obects used in the cutscene.

Therefore a cutscene made by:

example 1:

The flippeffect 45 makes the exe file to look for object M39 (whatever it is Von Croy or the Queen Mum). Each different timer makes the exe file to load up a new graphic setting how to compose the object and how to move it. This data is stored in additional data of M39 in your WAD. Using AI follow and triggers to load new graphics you get your cutscenes and the movement of M39.

example 2

The cutscene of StreetBazar and others must work in the same way. They are triggered by a specific flippect along with camera's (the 16 different code bits for the camera makes it clear that they are used for more then just flybies). The specific one of StreetBazar accesses the Lara and the unlucky
bloke.

If we want to make a custom cutscene we need a way to access and modify the additionnal data stored with the objects.

So if your are testing the different flippects use a WAD extracted from a TR4 file with a cutscene in it.

IP: Logged

Emma P
Moderator

Posts: 405
From:Suffolk, England
Registered: Apr 2001

posted 08-11-2001 01:54 PM     Click Here to See the Profile for Emma P   Click Here to Email Emma P     Edit/Delete Message   Reply w/Quote
Yeah, I agree with you there. But I am not just testing the flip effects for cutscenes. I am just generally checking them for anything that may be of any use in creating levels. But so far, apart from turning one of Lara's hands into something that looks a bit like the flash made when firing her pistols, (pointless i know) I have so far been unsuccesful in my task, and I'm only checking the settomb wad. It is my belief that to get some flip effects to work you would need to have a certain item in yuor level, (such as a baddie) because where some of the flip effects crash the game (probably the ones that don't exist) others don't do anything. Which makes me think that they do have a use but require something else to be able to work. If that makes any sense at all. I can imagine me spending the rest of my adult life pulling my hair out whilst I try and figure this out!

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

IP: Logged


This topic is 2 pages long:   1  2 

All times are PST (US)

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | EidosGames.com

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

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