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Author Topic:   vertices...............i hate that
zaher0001
Member

Posts: 99
From:SYRIA-HOMS
Registered: Sep 2001

posted 11-11-2001 05:53 AM     Click Here to See the Profile for zaher0001   Click Here to Email zaher0001     Edit/Delete Message   Reply w/Quote
vertices is now the biggest problem in trle
you know that the object must not contain more than 255 vertices..... it is very very small number
i cant create objects as i want coz this low number force me to ignore very special details which
must be in the object
do you know that this problem is only in tr4 editor because i extract many objects from tr3
using TRviewer and found that there are many objects contain more than 1000 vertices
example:do you remember the rocket in area51 level......it contains 1632 vertex
i think that the problem in tomb.exe Eidos did that to prevent us from putting high detailed objects
in our levels
in my Library there are many amazing objects but i cant use them in this hateful editor

WE LIVE IN THE NEXT GENERATION 3D GAMES not 255 vertex
i hope that Eidos release a new editor with high features (maybe in tombraider next generation)
and i hope that turbo pascal can fix this problem

ZAHER ABBAS


i think that all of you have this problem




[This message has been edited by zaher0001 (edited 11-11-2001).]

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Fips
Member

Posts: 278
From:Germany-Heidenheim
Registered: Apr 2001

posted 11-11-2001 08:25 AM     Click Here to See the Profile for Fips   Click Here to Email Fips     Edit/Delete Message   Reply w/Quote
for this "new" editor you have to wait....looooong time! :P

Fips K.

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The Sage Of Time
Moderator

Posts: 494
From:West Virginia
Registered: May 2000

posted 11-11-2001 09:32 AM     Click Here to See the Profile for The Sage Of Time   Click Here to Email The Sage Of Time     Edit/Delete Message   Reply w/Quote
Extracting Objects using TRViewer cause's Error's in objects.
Use Michiels TR2WAD and you'll see this problem is solved.
The vertices problem is something even Eidos had.
Only thing is however.. All they had to do was re-program the EXE to support more if they needed to.
However as long as you plan your object properly you won't have any problems. ^_~

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[This message has been edited by The Sage Of Time (edited 11-11-2001).]

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Conan the Barbarian
Member

Posts: 412
From:Basingstoke, Hampshire, England
Registered: Aug 2001

posted 11-11-2001 12:44 PM     Click Here to See the Profile for Conan the Barbarian   Click Here to Email Conan the Barbarian     Edit/Delete Message   Reply w/Quote
Pardon me if I'm asking a dumb question but.....

If you are making a static object which is larger than 1 cube can you not split the object into multiple cubes each with a 255 vertex limit (without exceeding memmory constraints obviously) ?

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The Sage Of Time
Moderator

Posts: 494
From:West Virginia
Registered: May 2000

posted 11-11-2001 01:59 PM     Click Here to See the Profile for The Sage Of Time   Click Here to Email The Sage Of Time     Edit/Delete Message   Reply w/Quote
Conan is right.
Although Core has made objects over 5 blocks wide and still managed to stay in the 255 limit..
Still if your going for detail it may be best to split your object like Conan said!

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