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Author Topic:   Project progress
aktrekker
Member

Posts: 603
From:WA, USA
Registered: Apr 2001

posted 10-30-2001 12:55 AM     Click Here to See the Profile for aktrekker   Click Here to Email aktrekker     Edit/Delete Message   Reply w/Quote
I am making progress creating projects from TR4 files. Right now I can put out just the basic rooms and the doors connecting them.
Next I'll work on lights, objects, and triggers. After that, sounds and cameras. Last will be textures, since they are so complicated. Besides, the main reason I decided to do this is so we can get exact OCB settings for objects and triggers to work all the puzzles and items in all TRLR levels. So objects and triggers come first.

I had to pick a level for testing. Somehow I ended up with jeepchas. I anyone wants to look at the basic project, just rooms and doors, I'll email it.

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Conan the Barbarian
Member

Posts: 385
From:Basingstoke, Hampshire, England
Registered: Aug 2001

posted 10-30-2001 04:10 AM     Click Here to See the Profile for Conan the Barbarian   Click Here to Email Conan the Barbarian     Edit/Delete Message   Reply w/Quote
Well done matey!

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Conan the Barbarian
email: conanthebarbarian@ntlworld.com
a.k.a. Ted Swippet
email:tswippet@hotmail.com

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KingSpyder
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Posts: 84
From:
Registered: Feb 2001

posted 10-30-2001 04:33 AM     Click Here to See the Profile for KingSpyder   Click Here to Email KingSpyder     Edit/Delete Message   Reply w/Quote
Any chances it will load TR1-TR3 files as well?

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KingSpyder
KingSpyder@thefreesite.com

KingSpyder's World
Doctor Who: The Transcripts Project
& The Original Tomb Raider Conversion Project

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aktrekker
Member

Posts: 603
From:WA, USA
Registered: Apr 2001

posted 10-30-2001 10:08 AM     Click Here to See the Profile for aktrekker   Click Here to Email aktrekker     Edit/Delete Message   Reply w/Quote
Right now I'm focusing on TR4. After that I might take up another version. The problem is the translation of sprite objects, which don't exist in TR4. We would have to take the sprites and build 3D Wad objects for them, then I could translate the sprites to objects.
There is also the issue of animations, but I leave that up to the wad people, although I offer my services to help figure out file formats, and why strpix and trwest don't seem compatible. It would be nice to have one program able to convert the TR4 into wad, tga, and project all at once.

I figured TRC would be the next logical choice after TR4 is done, since it would probably be more compatible. But TR3 might not be too bad. Still the sprite problem though.

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KingSpyder
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Posts: 84
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Registered: Feb 2001

posted 10-30-2001 11:06 AM     Click Here to See the Profile for KingSpyder   Click Here to Email KingSpyder     Edit/Delete Message   Reply w/Quote
How hard would be to just output the geometry of the rooms to a prj file (without the objects, sprites, triggers, textures, etc.)? What I'm looking for is something that would aid in my TR1 conversion project and, if this is possible, it'd be a great help!

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KingSpyder
KingSpyder@thefreesite.com

KingSpyder's World
Doctor Who: The Transcripts Project
& The Original Tomb Raider Conversion Project

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aktrekker
Member

Posts: 603
From:WA, USA
Registered: Apr 2001

posted 10-30-2001 03:58 PM     Click Here to See the Profile for aktrekker   Click Here to Email aktrekker     Edit/Delete Message   Reply w/Quote
I suppose I could take a break and try adding that to what I have right now. Let me do a little reading and check out the format.

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Qudlatopec
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Posts: 39
From:
Registered: Jul 2001

posted 10-31-2001 12:21 AM     Click Here to See the Profile for Qudlatopec     Edit/Delete Message   Reply w/Quote
KingSpyder, if only Aktrekker makes it possible to get prj out of tr4, you could export tr1 level room geometry to tr1.dxf in RoomViewer then open any tr4 in RoomViewer, import room geometry of tr1.dxf, save it to tr.4 and convert tr4 to prj using Aktrekker’s tool.
Is it possible, Aktrekker?

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aktrekker
Member

Posts: 603
From:WA, USA
Registered: Apr 2001

posted 10-31-2001 01:02 AM     Click Here to See the Profile for aktrekker   Click Here to Email aktrekker     Edit/Delete Message   Reply w/Quote
I don't use the mesh....I'll be doing that for texturing only.

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Qudlatopec
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Registered: Jul 2001

posted 10-31-2001 01:50 AM     Click Here to See the Profile for Qudlatopec     Edit/Delete Message   Reply w/Quote
I think KingSpyder does't need meshes , just rooms geometry to save his time creating TR1-3 rooms. Texturizing existing walls, floors etc. would be less time consuming than creating every single room of each level...

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aktrekker
Member

Posts: 603
From:WA, USA
Registered: Apr 2001

posted 10-31-2001 02:07 AM     Click Here to See the Profile for aktrekker   Click Here to Email aktrekker     Edit/Delete Message   Reply w/Quote
I was referring to Qudlatopes's suggestion of exporting the room mesh, then importing to a TR4. Since I don't use the mesh, it wouldn't matter.
I should be able to handle TR3 without too many problems, and maybe TR2. Not sure about TR1, since it seems to be really old and use different files.
And I can do objects and lights now. Well, except for the sun in jeepchas. They put it so far outside the room it wasn't even on the 2D map, and crashed the LE. They warn about that in the manual. Bummer!

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KingSpyder
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Posts: 84
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Registered: Feb 2001

posted 10-31-2001 04:38 AM     Click Here to See the Profile for KingSpyder   Click Here to Email KingSpyder     Edit/Delete Message   Reply w/Quote
aktrekker: Qudlatopec was refering tool a tool by Turbo Pascal called Room Viewer. It allows you to export any level from TR1-TR5 as a dxf and import it into another level file. This was done to allow you to edit the rooms geometry in a CAD program rather than do it in his TREdit program.

Qudlatopec: That is a good idea and one I hadn't thought of. I assume Turbo got his sums right and if aktrekker get his right, I'd think it would work.

aktrekker: Considering that, I'd suggest concentrating on TR4 files first. That way what you ultimatly are trying to do will be done first. You can always come back to the other games later. I didn't realize there was such a big difference between TR1 and the others and would hate for you to go through all the trouble if Qudlatopec's idea works.

Anyway, thanks for the reply guys!


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KingSpyder
KingSpyder@thefreesite.com

KingSpyder's World
Doctor Who: The Transcripts Project
& The Original Tomb Raider Conversion Project

[This message has been edited by KingSpyder (edited 10-31-2001).]

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KingSpyder
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Posts: 84
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Registered: Feb 2001

posted 10-31-2001 04:41 AM     Click Here to See the Profile for KingSpyder   Click Here to Email KingSpyder     Edit/Delete Message   Reply w/Quote
aktrekker: I almost forgot. Is there any chance of getting the program as it is? Sort of a beta test to see if it'll work as Qudlatopec suggested?

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KingSpyder
KingSpyder@thefreesite.com

KingSpyder's World
Doctor Who: The Transcripts Project
& The Original Tomb Raider Conversion Project

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aktrekker
Member

Posts: 603
From:WA, USA
Registered: Apr 2001

posted 10-31-2001 12:34 PM     Click Here to See the Profile for aktrekker   Click Here to Email aktrekker     Edit/Delete Message   Reply w/Quote
The rooms have both a mesh and other information about the room. Turbo Pascal is just exporting the room mesh. I am using the other info. So it won't work the way you are suggesting.

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Turbo Pascal
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Posts: 92
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Registered: Dec 2000

posted 10-31-2001 01:41 PM     Click Here to See the Profile for Turbo Pascal   Click Here to Email Turbo Pascal     Edit/Delete Message   Reply w/Quote

I have also a tool called Return2 & Remap
http://www.geocities.com/cyber_delphi/

this tool can open any tr1-TRc levels and convert it to any tr1-TRc version (but just the solid & geometry info, not the enemies) so kingspyder can use this tool to conver a Tr1->TR4 and tehn he can use your progrtam for build the prj.

Turbo Pascal


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beetleboy
Junior Member

Posts: 11
From:
Registered: Feb 2001

posted 10-31-2001 02:06 PM     Click Here to See the Profile for beetleboy   Click Here to Email beetleboy     Edit/Delete Message   Reply w/Quote
How detailed will the ocb and trigger values be?

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aktrekker
Member

Posts: 603
From:WA, USA
Registered: Apr 2001

posted 10-31-2001 04:36 PM     Click Here to See the Profile for aktrekker   Click Here to Email aktrekker     Edit/Delete Message   Reply w/Quote
The OCB and triggers should be exactly what was put there when the level was built.

I'm adding parsing code for TR2 and TR3 levels now, so I should be able to put out the room geometry soon.

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