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Author
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Topic: A cutscene to make. (And not a flyby camera sequence with wavs)
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seven125 Member Posts: 133 From:Austria Registered: Jan 2001
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posted 08-09-2001 12:04 PM
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
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posted 08-09-2001 12:10 PM
I tried Flipeffect 45, nothing happened.
------------------ http://www.geocities.com/hicho15/Lpage.html IP: Logged |
seven125 Member Posts: 133 From:Austria Registered: Jan 2001
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posted 08-09-2001 12:13 PM
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
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posted 08-09-2001 12:16 PM
Where would I get that?------------------ http://www.geocities.com/hicho15/Lpage.html IP: Logged |
Kiopo Member Posts: 739 From:Liverpool, UK Registered: Jul 2001
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posted 08-09-2001 01:38 PM
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
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posted 08-09-2001 01:41 PM
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 siteIP: Logged |
Emma P Moderator Posts: 405 From:Suffolk, England Registered: Apr 2001
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posted 08-09-2001 01:57 PM
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
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posted 08-09-2001 02:00 PM
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
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posted 08-09-2001 02:00 PM
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
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posted 08-09-2001 06:07 PM
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
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posted 08-09-2001 06:47 PM
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
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posted 08-10-2001 03:05 AM
Ok i will send it to you!IP: Logged |
jeffrey van oort Member Posts: 265 From:Eindhoven,nb,Netherlands Registered: Jun 2001
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posted 08-10-2001 04:32 AM
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
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posted 08-10-2001 05:03 AM
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
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posted 08-10-2001 09:49 AM
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
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posted 08-11-2001 05:30 AM
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
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posted 08-11-2001 06:48 AM
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
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posted 08-11-2001 07:15 AM
there are some very weird flip effectsI 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
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posted 08-11-2001 07:20 AM
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
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posted 08-11-2001 07:24 AM
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
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posted 08-11-2001 07:26 AM
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?
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Tension Member Posts: 262 From:West sussex, England Registered: Jul 2001
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posted 08-11-2001 07:34 AM
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 me14/15 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
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posted 08-11-2001 07:39 AM
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
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posted 08-11-2001 07:41 AM
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
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posted 08-11-2001 07:44 AM
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
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posted 08-11-2001 07:45 AM
like making a cd triggerI 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
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posted 08-11-2001 08:04 AM
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
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posted 08-11-2001 08:43 AM
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
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posted 08-11-2001 09:10 AM
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 aboveanyone 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
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posted 08-11-2001 09:16 AM
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
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posted 08-11-2001 09:32 AM
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
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posted 08-11-2001 10:07 AM
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
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posted 08-11-2001 10:14 AM
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
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posted 08-11-2001 01:45 PM
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
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posted 08-11-2001 01:54 PM
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 |