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  Water textures acting lke cascading textures.....Why?

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Author Topic:   Water textures acting lke cascading textures.....Why?
DrasticGraphics
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Posts: 109
From:Moms Whomb
Registered: Jun 2001

posted 12-04-2001 09:34 PM     Click Here to See the Profile for DrasticGraphics     Edit/Delete Message   Reply w/Quote
I have the ankgor cascading textures in my tga file, but my regular water textures are cascading across the top of the water.
So I remembered reading something about placing both textures in your level are they wouldnt work right. I placed the cascading textures in another room but the water textures are still not acting right......
Anybody know how to fix this?

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psiko
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Posts: 744
From:unconsciousness
Registered: Mar 2001

posted 12-04-2001 10:24 PM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
if you use the original script lines for the angkor wat, erase the UVrotate line.

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DrasticGraphics
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Posts: 109
From:Moms Whomb
Registered: Jun 2001

posted 12-05-2001 12:52 AM     Click Here to See the Profile for DrasticGraphics     Edit/Delete Message   Reply w/Quote
ok but dont you need this line for the cascading textures to work? Or are you saying that there is no way to use the two in one level? Please explain more for me.

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piega
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Posts: 309
From:Netherlands
Registered: Dec 2000

posted 12-05-2001 06:44 AM     Click Here to See the Profile for piega   Click Here to Email piega     Edit/Delete Message   Reply w/Quote
Hi, you must keep the uvrotate in the script. I know this problem. To solve it go to the animation range menu from the textures. Then delete all ranges. Then make the range first of your WATER and then the range of the CASCADING texture!!!

I have done this, it works!!!

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DrasticGraphics
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Posts: 109
From:Moms Whomb
Registered: Jun 2001

posted 12-06-2001 03:34 PM     Click Here to See the Profile for DrasticGraphics     Edit/Delete Message   Reply w/Quote
Well I have tried both methods you guys posted and the problem is still there. I even tried deleting the door way to the lower water room and then connect a new door, but as soon as I select toggle2 the same door is back and already textured with the same old textures I just deleted. I need some help because this is the opening of my level. Do I need to have the water textures from ankgor wad or does it make a difference?
I guess I need more step by step instructions because just deleting the animation ranges and reassigning them didnt fix it, and taking the uv out the script doesent animate the cascading textures at all. So I put the uv back in the script and things got screwed up again. And if I try to go and just retextures the water surface all together then when I try the level all the textures are cascading. Right now only a few here and there are doing it........Please help me.

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aktrekker
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Posts: 776
From:WA, USA
Registered: Apr 2001

posted 12-06-2001 08:56 PM     Click Here to See the Profile for aktrekker     Edit/Delete Message   Reply w/Quote
I seem to remember that you need a uvrotate in the script file for each animation range you create. If not required, it is allowed, and sets the animation speed separately for each range.

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DrasticGraphics
Member

Posts: 109
From:Moms Whomb
Registered: Jun 2001

posted 12-06-2001 10:08 PM     Click Here to See the Profile for DrasticGraphics     Edit/Delete Message   Reply w/Quote
huh?

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aktrekker
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Posts: 776
From:WA, USA
Registered: Apr 2001

posted 12-07-2001 12:05 AM     Click Here to See the Profile for aktrekker     Edit/Delete Message   Reply w/Quote
Like you have one animation range for water, and another animation range for the cascade. You put a UVROTATE= in the script file for each range. So you would have 2 UVROTATE in the script file for your level.

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