"Unofficial" TRLE Network & Chatbox
TRLE FAQ and Community
  Eidos Interactive Forums
  Tomb Raider Level Editor
  FAO: Turbo Pascal - regarding Strpix

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

UBBFriend: Email This Page to Someone! next newest topic | next oldest topic
Author Topic:   FAO: Turbo Pascal - regarding Strpix
Wee Bald Man
Member

Posts: 437
From:Left Luggage Locker #8, Heathrow Airport, London
Registered: May 2001

posted 11-09-2001 03:36 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 Turbo,

I have been using Strpix to re-texture objects and I am very pleased with the incredible things that Strpix can do.

At the moment you can Export and Import one texture at a time but would it be possible to add an “Export All Textures Associated with Selected Mesh” feature? This would allow you to output all textures associated with the selected mesh so that you could make changes to them in your paint program. Then, if it was possible, a feature to “Import All Textures Associated with Selected Mesh”.

If this can not be done, would it be possible to have a “Output Texture Numbers for this Object”
feature which creates a text document which contains a list of all the texture numbers associated with a mesh?

Sincerely,

WBM

IP: Logged

Turbo Pascal
Member

Posts: 95
From:
Registered: Dec 2000

posted 11-09-2001 06:58 AM     Click Here to See the Profile for Turbo Pascal   Click Here to Email Turbo Pascal     Edit/Delete Message   Reply w/Quote
Yes, not problem, count with that.

i am preparing next strpix3 version, but i am not sure what new features i will add yet.

Stay tuned at my current web site:

http://www.geocities.com/cyber_delphi/


Turbo Pascal


[This message has been edited by Turbo Pascal (edited 11-09-2001).]

IP: Logged

Wee Bald Man
Member

Posts: 437
From:Left Luggage Locker #8, Heathrow Airport, London
Registered: May 2001

posted 11-09-2001 07:53 AM     Click Here to See the Profile for Wee Bald Man   Click Here to Email Wee Bald Man     Edit/Delete Message   Reply w/Quote
Excellent! Thank you for your quick reply.

I am very pleased that you think that this may be possible in a future version.

I will keep a look out for announcements here and at your web-site.

Best wishes,

WBM

IP: Logged

Netslider
Member

Posts: 362
From:Entroncamento, Portugal
Registered: Feb 2001

posted 11-09-2001 08:31 AM     Click Here to See the Profile for Netslider   Click Here to Email Netslider     Edit/Delete Message   Reply w/Quote
Hi guys!
Pascal, can you laso make available light effects in imported meshes?
I mean, when you import a mesh with STRpix, in game it loses lght effects. Can this be solved?

------------------
Keep visiting Tomb Raider Level Editing:

Web site just updated!!!

IP: Logged

zaher0001
Member

Posts: 97
From:SYRIA-HOMS
Registered: Sep 2001

posted 11-09-2001 11:41 AM     Click Here to See the Profile for zaher0001   Click Here to Email zaher0001     Edit/Delete Message   Reply w/Quote
Hello
if strpix contains the animations information of meshes it will be

IP: Logged

psiko
Member

Posts: 661
From:Rome
Registered: Mar 2001

posted 11-09-2001 05:35 PM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
1) still waiting 4 an animation tool, turbo LOL I would like to edit and anim the most frightening monster of any TR games

2) lightned meshes feature is already available in last STRpix version, but new static objects are affected ONLY by AMBIENT illumination, not lights or shadows you put in the room. New MOVEABLE objects are affected both ambient illumination either lights and shadows you put in the room.

3) wee bold man I already asked this months ago, but in a different way: I wanted to know the exact opposite! this means: once I put the SAME texture upon TWO different objects, is there a way to find all the objects where it is used? like a "find texture" upon meshes in the wad...

I mean: I am going to substitute a texture, but I don't know if I change an important texture for an object I still need... if I would have that feature, I could chose "important textures" (the ones I still need) from the useless textures (the ones I can substitute as they are upon objects I don't need when I will use TRwest...)

4) TP, answer only with a "Y" or a "N": have you written at robertoweb? I have been waiting for the same answer for myself, but I hadn't asked anymore...

5) can you add this? the chance to edit collision for MOVEABLE objects.... I know this is REALLY hard, as I can only imagine it... if it is NOT possible, well, I understand...

IP: Logged

Ultimate.Reality
Member

Posts: 53
From:brahman
Registered: Oct 2001

posted 11-09-2001 05:49 PM     Click Here to See the Profile for Ultimate.Reality   Click Here to Email Ultimate.Reality     Edit/Delete Message   Reply w/Quote
also, turbo, can you make some edit texture thing that can have people make bigger textures than 64x64 or 64x128? what i mean is...can there be a bigger block of texture? say....100x100?

IP: Logged

psiko
Member

Posts: 661
From:Rome
Registered: Mar 2001

posted 11-09-2001 05:56 PM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
actually, 64x64 textures are used for huge squares of the engine... so are you going to release objects which have polygons HUGER than an engine square?...

anyhow, that feature to have the chance to add slots for textures is nice

IP: Logged

Fips
Member

Posts: 268
From:Germany-Heidenheim
Registered: Apr 2001

posted 11-09-2001 11:40 PM     Click Here to See the Profile for Fips   Click Here to Email Fips     Edit/Delete Message   Reply w/Quote
@pisko: I don't think this is possible!
With strpix and all the other tools you're changing, whan is IN a wad, but to add NEW moveables would meand to change the whole wad, don't think this is possible!

Fips K.

IP: Logged

aktrekker
Member

Posts: 667
From:WA, USA
Registered: Apr 2001

posted 11-09-2001 11:56 PM     Click Here to See the Profile for aktrekker   Click Here to Email aktrekker     Edit/Delete Message   Reply w/Quote
Fips - of course it is possible, how do you think TRWest does it?

IP: Logged

Fips
Member

Posts: 268
From:Germany-Heidenheim
Registered: Apr 2001

posted 11-10-2001 12:58 AM     Click Here to See the Profile for Fips   Click Here to Email Fips     Edit/Delete Message   Reply w/Quote
oh man!

And a wad are...letzt say (just so) 100 slots! But not all ware used! IN TRwest you can add only something if in the wad are still free slots! BUt you can't add slots! män!

:P Fips K. :P

IP: Logged

aktrekker
Member

Posts: 667
From:WA, USA
Registered: Apr 2001

posted 11-10-2001 01:22 AM     Click Here to See the Profile for aktrekker   Click Here to Email aktrekker     Edit/Delete Message   Reply w/Quote
As long as you don't go over the texture limit, you can add texture slots. It really isn't that difficult.

IP: Logged

psiko
Member

Posts: 661
From:Rome
Registered: Mar 2001

posted 11-10-2001 04:05 AM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
1) chose an enemy

2) think about the animations you need

3) build the meshes for a new enemy

4) do this animation with a CAD

5) import somehow this animations in a wad substituing already existing animations of previous enemy (death animation with your own death animation, attack animation with your own attack animation)

6) fix collision of your new enemy with the new STRpix.

7) test it and make it enjoyable for all.

IP: Logged

Fips
Member

Posts: 268
From:Germany-Heidenheim
Registered: Apr 2001

posted 11-10-2001 06:23 AM     Click Here to See the Profile for Fips   Click Here to Email Fips     Edit/Delete Message   Reply w/Quote
the only problem is, that I can import animation into TR3 level and convert it to a wad but in the TR4wads the animations-ranges are different, that my biggest problem

Fips K.

IP: Logged

Turbo Pascal
Member

Posts: 95
From:
Registered: Dec 2000

posted 11-10-2001 09:42 AM     Click Here to See the Profile for Turbo Pascal   Click Here to Email Turbo Pascal     Edit/Delete Message   Reply w/Quote
>Pascal, can you laso make available light >effects in imported meshes?

Yes, this will be fixed in a future strpix3 but i don;t known wich one, currently i don't known the maths necesary to calc the light data for static meshs, and righ now i don't have time to make a research.

>1) still waiting 4 an animation tool, >turbo LOL I would like to edit and anim >the most frightening monster of any TR >games

E. Popov is already working in trviewer with TR4 support, i suggest you to get 3d studio max, you will be able to do that with trviewer and 3d studio max very soon.


>3) wee bold man I already asked this months >ago, but in a different way: I wanted to >know the exact opposite! this means: once I >put the SAME texture upon TWO different >objects, is there a way to find all the >objects where it is used? like a "find >texture" upon meshes in the wad...

I think i can do that.


>4) TP, answer only with a "Y" or a "N": >have you written at robertoweb? I have been >waiting for the same answer for myself, but >I hadn't asked anymore...

"N",

should i? i have not emailed him, but i was thinking that i already give my answer to you.


>5) can you add this? the chance to edit >collision for MOVEABLE objects.... I know >this is REALLY hard, as I can only imagine >it... if it is NOT possible, well, I >understand...

The colision for movables is different, it have to be defined for each frame animation, not for movable, better to let trviewer handle this because is related to the animation.

and editing the colision sphere for each individual mesh seems that is not useful.

>also, turbo, can you make some edit texture >thing that can have people make bigger >textures than 64x64 or 64x128? what i mean >is...can there be a bigger block of >texture? say....100x100?

Yes, i already decided add this feature, count with that.

**********************************

Few days ago i finished my tre3d version 2.4, and i want to take a rest, after that i will try to find time to code this strpix, so i don;t known for when you can expect this new version.


Turbo Pascal

IP: Logged

psiko
Member

Posts: 661
From:Rome
Registered: Mar 2001

posted 11-10-2001 03:57 PM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
don't worry TP, anyhow ask Popov if he can release a program which can be used easily like strpix this means without having any other tool and trle compatible

Anyhow roberto must know EXACTLY the answer, so I think he is going to write to you

IP: Logged

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 | Eidos.com

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

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