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Author
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Topic: Colision Editor availible
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Turbo Pascal Member Posts: 86 From: Registered: Dec 2000
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posted 10-10-2001 03:56 PM
There is a annoying guy called Fips (do you known him?) that was bothering me too much about strpix3 these past days.So i decided to updated strpix3 including a colision editor, hopping that now i will have some peace. Download newer Strpix 3.6 revision 0 with colision editor included. http://www.geocities.com/cyber_delphi/strpix3.zip Remember use right click and "save link as" for download the file. Also i found that i was forgeting to dissable the Data aligment feature in my compiler, this could be causing corrupting in the WAD some cases.
Now it is fixed so i expect no more corrupted WADs. Please, THIS IS NOT a invitation to post request about new features on strpix.
Enjoy and Thanks you very much. Turbo Pascal.
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Seth Member Posts: 1050 From:Phoenix, Arizona Registered: May 2000
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posted 10-10-2001 04:15 PM
Sweeeeeeeeeet!IP: Logged |
bob5 Member Posts: 498 From:SC Registered: May 2001
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posted 10-10-2001 04:17 PM
Well Id like a............(jk)Thanks, thats excelent.  Ive been using the TRwad program for collision editing. IP: Logged |
delimote25 Member Posts: 177 From:california Registered: Jul 2001
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posted 10-10-2001 04:21 PM
wa hoo!!!!!!!!! IP: Logged |
aktrekker Member Posts: 517 From:WA, USA Registered: Apr 2001
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posted 10-10-2001 04:40 PM
Does this still have the ATI fixes?
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username2 Member Posts: 69 From:glasgow Registered: Aug 2001
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posted 10-10-2001 04:52 PM
does this have the voodoo3 fix, i need to use this program so badly, sorry to be a pain.IP: Logged |
username2 Member Posts: 69 From:glasgow Registered: Aug 2001
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posted 10-10-2001 05:06 PM
could not dl tried cp right click and just plain click, what is turbos site address i find him most elusive.IP: Logged |
Conan the Barbarian Member Posts: 337 From:Basingstoke, Hampshire, England Registered: Aug 2001
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posted 10-10-2001 05:18 PM
Yo KEWEL - almost beyond wordsIf your having trouble d/l from Turbo's link / site it's here - TEMPORARILY http://homepage.ntlworld.com/david_thorn/4%20Others/strpix3_6.zip hope you don't mind TP ------------------ Conan the Barbarian email: conanthebarbarian@ntlworld.com a.k.a. Ted Swippet email:tswippet@hotmail.com IP: Logged |
XETH Member Posts: 64 From:Deutschland Registered: Feb 2001
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posted 10-10-2001 05:28 PM
Yo thx TP, everybody should know Fips. He is a german tough Guy [look at the german TRLEForum] www.eidos.de/forum He is one of my trleforum-page partners LOL Check out my ScriptGenerator 1.1 [BRANDNEW] Fips and I creating an object-cataloge-Tool with many features! It will be released soon. C[XETH]++ [This message has been edited by XETH (edited 10-10-2001).] IP: Logged |
Raider of Tombs Member Posts: 676 From: The mining ship Red Dwarf Registered: Dec 2000
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posted 10-10-2001 06:20 PM
This is amazing. Thank you Turbo Pascal.A scalable 3d window - heaven! Collision detection boxes - Hooray! IP: Logged |
psiko Member Posts: 581 From:Rome Registered: Mar 2001
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posted 10-10-2001 06:21 PM
I'm happy  IP: Logged |
Fips Member Posts: 185 From:Germany-Heidenheim Registered: Apr 2001
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posted 10-10-2001 07:49 PM
oh TURBO I kiss your feed! Thank yeeeerryyyy much!!!! I am sooo thankfull!Your're the best! your biggest fan FIPS GRUNZZZZ
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robbase73 Junior Member Posts: 6 From:boston ma, usa. Registered: Mar 2001
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posted 10-10-2001 09:24 PM
Great work Turbo! Glad to see Your still making great progress with strpix (among your other brilliant prj's), I've been out of touch for a while (traveling, and not much PC accsess). but hope to get more time for the TR. community soon. you realy are tops.  see ya soon... Robba$e ------------------
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skibsy Member Posts: 138 From:London Registered: Apr 2001
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posted 10-10-2001 10:52 PM
quote: Originally posted by username2: does this have the voodoo3 fix, i need to use this program so badly, sorry to be a pain.
I've got a 3DFX card and it works if you disable the cards acceleration like this: Go to Display Properties/Settings/Advanced/Performance Under Hardware acceleration,turn the slider to none and reboot. Strpix will now work [hopefully, it does for me this way anyway ]. I know you have to do this everytime you want to use Strpix, and have to turn on acceleration again when you've finished ,but it's a small price to pay for a great programme...hope it works...have fun. IP: Logged |
zaher0001 Member Posts: 66 From:syria Registered: Sep 2001
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posted 10-10-2001 11:02 PM
GREAT work turbo for the best  ZAHER ABBAS THE KING OF TOMB RAIDER ZAHER&LARA FOREVER IP: Logged |
skibsy Member Posts: 138 From:London Registered: Apr 2001
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posted 10-10-2001 11:02 PM
Thanx for the link Conan, and thanx to Turbo Pascal for all his hard work again  By the way, does anyone know how to edit the collision on objects, or is it a case of experimenting? Will we be ablt to make objects climeable with this and if so how? IP: Logged |
username2 Member Posts: 69 From:glasgow Registered: Aug 2001
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posted 10-11-2001 01:37 AM
tried turning off 3dfx card for the editor as my trle illegally operates everytime a selection window opens, i.e place object or find object or trigger selection window, tried switching off the 3d card stripix and for now it works fine,no access violations when i import a dxf file, my goodness, if i could just get the editor running past its small prob id be up there with the sons of the .... sorry got carried away there, thanx one and all.IP: Logged |
Raider of Tombs Member Posts: 676 From: The mining ship Red Dwarf Registered: Dec 2000
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posted 10-11-2001 12:35 PM
Erm, I edited my custom wad and used the static menu and automatic bounding feature to make correct collision detection for all the objects, and making the yellow box surround them pervectly. However, when I saved, loaded my level, loaded the newly saved WAD, saved, and outputted, converted, and finally played the level, the collision detection had not changed, and remained the same as it had been before I changed it! What am I doing wrong?IP: Logged |
Turbo Pascal Member Posts: 86 From: Registered: Dec 2000
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posted 10-11-2001 03:12 PM
>Erm, I edited my custom wad and used the >static menu and automatic bounding feature >to make correct collision detection for all >the objects, and making the yellow box >surround them pervectly. However, when I >saved, loaded my level, loaded the newly >saved WAD, saved, and outputted, converted, >and finally played the level, the collision >detection had not changed, and remained the >same as it had been before I changed it! >What am I doing wrong? I guess that you are not reading the instructions in the readme file.
First select the static mesh from THE STATIC MESH combobox only (not from the regular mesh combo box). There are two colisonal bounding box: one for visivility porpuse only and the other for COLISION porpuse only. select the apropiate radio boton for see/edit the bounding box. YOU HAVE TO FIX BOTH. If you only edited the visibility box then in game you will not see any changes (this info is used for the enemies only). so be sure that you are editing the secound bounding box. And be sure to have selected the static mesh from the new static mesh list. ***************************************** Was so wieird, the strpix3.zip file was deleted from the server.. I uploaded the program again and i include a parameter for Voodoo users. download again strpix 3.6 rev 1. Run strpix3 this way: c:>Strpix3 24 Hope this will make run strpix ok in voodoo video cards. I currently have my web site here: http://www.geocities.com/cyber_delphi/ I don;t know how much time i will stay there.
Good luck.
tp.
[This message has been edited by Turbo Pascal (edited 10-11-2001).] IP: Logged |
psiko Member Posts: 581 From:Rome Registered: Mar 2001
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posted 10-12-2001 07:28 AM
sorry, turbo pascal, but I read the readme twice before to start building...the first time I changed the collision, I got nothing changed in the game... (same wrong collision). then I came back here and reading your words I though it was guilty by the fact that the visibility was TOO big than the collision infos... So I was careful, and I did them equal. But in the game for that object it was all the same (wrong collision as before).... I used the original revised karnak.wad copied in another folder... Then, with the ORIGINAL Angkor.wad, I put the visibility info but NO collision info (for an object lara can pass through but not enemies) and when I tried to load that wad, trwest crashed while loading it... those are the only changes I did to the wads (If I change only the meshes I get no problem, but yes only when I use the collision and visibility infos) IP: Logged |
Turbo Pascal Member Posts: 86 From: Registered: Dec 2000
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posted 10-12-2001 11:50 AM
>the first time I changed the collision, I >got nothing changed in the game... (same >wrong collision).Hi, i can't check this until tommorow, but i don't understand why you are having problem, I realy tested this changing the colision info for originals objects in the original wads and it work ok. Also if you see the bounding box for all statics mesh in the WAD, you will see that strpix3 is showing the info corectly. May be all you are doing something wrong, I can only imagine that you are editing just the visibility box... or you are not selecting the static mesh USING THE STATIC MESH COMBOBOX LIST. if you show your object selecting the "Mesh#.." then it will not work. If you want to edit the colison then select the "Static mesh#.." list. If you can post a screenshot fom strpix3 showing your edited bounding box in your custom object, then will be helpfully to see if you are doing somthing wrong. Turbo Pascal.
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psiko Member Posts: 581 From:Rome Registered: Mar 2001
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posted 10-12-2001 09:42 PM
this is the object I wanted to edit: As you can see, I selected the right static mesh and the two infos for collision (for lara and for enemies....) Those infos are correct as I want, but in the game it is kept the old collision.... (I hadn't try this object with the new karnak wad I created from the original revised, but I tried this object only when I imported with TRWest in my complete wad...) BTW, sometimes the static box (where I can choice which object I want to edit for the collision) does not show anything but always the same object... (I have to close and restart STRpix in order it works and shows objects correctly).... I hope this shows you how to fix the problem.... [This message has been edited by psiko (edited 10-12-2001).] IP: Logged |
GeckoKid Member Posts: 488 From:Hong Kong Registered: Jul 2001
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posted 10-12-2001 10:36 PM
you have to press the 'collision box' instead of the 'visibility box', then you can have the correct collision.------------------ GeckoKid Interactive my ICQ UIN: 20984785 my MSN: geckokidinteractive@hotmail.com IP: Logged |
GeckoKid Member Posts: 488 From:Hong Kong Registered: Jul 2001
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posted 10-12-2001 11:05 PM
hido this ONLY if you have time, TP. add one menu at the top: lighting(or you always say - normal) - 1. old strpix style (only affected by flames, lara's flare, and gunfire plus the ambient light = the default the ambient light of the room) - since I always set my room's ambient light be 0,0,0 hence my objects are always pitch black no matter how many lights i add in the level. 2. official static object style (enough said, and the one i want, coz the lights in the room DOES cast shade on the objects though not very obvious) 3. dunno if this works or not, but i found the fountain in alexandria level accepts gunfire and lights in the room. (the one i want more ) anyway I will not die if you don't make them, sorry for breaking the rule of 'this is not an invitation to post request' thing. it's just i don't know programming otherwise i can do them on my own :P ------------------ GeckoKid Interactive my ICQ UIN: 20984785 my MSN: geckokidinteractive@hotmail.com IP: Logged |
Turbo Pascal Member Posts: 86 From: Registered: Dec 2000
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posted 10-13-2001 08:41 AM
>Those infos are correct as I want, but in >the game it is kept the old collision.... >(I hadn't try this object with the new >karnak wad I created from the original >revised, but I tried this object only when >I imported with TRWest in my complete wad...)I just come to my office and test strpix3 using original tut1.wad from CD. I exported a statue to DXF, then i selected the vase, then i imported the statue over the vase, then i selected "visibility box" and i pressed -automatic bound-, then i selected "colision box" and i pressed -automatic bound- again. then i save the WAD. The i used tomb2pc.exe for re-build tut1.wad, and i tested the colision in game. ALL WORK 100% CORRECT, THERE IS NOTHING WRONG WITH STRPIX3. I even test changing manualy the colision and visivility, making it bigger and taller, ALL WORK 100% CORRECT IN GAME. I don't know why you people make the things so complicated, i don;t understand why i recived e-mails telling that "when they press -automatic bound- nothing happend" Psiko, i can only imagine that you edited the object i a WAD, but you re-built the level using another WAD, or maybe you did not save the edited WAD, or maybe you are not re-building the level at all, or maybe you are playing another level or maybe trwest is screewing the object...i realy don;t know what tha f*u*c*k are you doing in your machine. >BTW, sometimes the static box (where I can >choice which object I want to edit for the >collision) does not show anything but >always the same object... (I have to close >and restart STRpix in order it works and >shows objects correctly)....
Maybe you have corrupted your strpix3.exe, please donwload again FROM MY WEB SITE. >do this ONLY if you have time, TP. >anyway I will not die if you don't make >them, sorry for breaking the rule of 'this >is not an invitation to post request' >thing. it's just i don't know programming >otherwise i can do them on my own :P
I don;t known when i will come back to work with strpix3, better do not expect this. Turbo Pascal.
[This message has been edited by Turbo Pascal (edited 10-13-2001).] IP: Logged |
psiko Member Posts: 581 From:Rome Registered: Mar 2001
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posted 10-13-2001 09:23 AM
It worked, it is perfect. But I didn't change the wad again, so maybe I was wrong with something else, sorry TP  IP: Logged |
bob5 Member Posts: 498 From:SC Registered: May 2001
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posted 10-13-2001 09:33 AM
Whats all that black stuff where the texture panal is supposed to be.. i think.???IP: Logged |
jeffrey van oort Member Posts: 513 From:Monkey Island Registered: Jun 2001
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posted 10-14-2001 02:10 AM
interesting. i suppose i won't have to make the objects collesion anymore with wadmerger. Atleast i always thought this worked.------------------ Hit the monkey and you'll get 20$ IP: Logged |