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  I´m still waiting for my Christmas gift from Eidos

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Author Topic:   I´m still waiting for my Christmas gift from Eidos
Phabius Phodes
Member

Posts: 441
From:Sao Paulo, SP, Brazil
Registered: Jun 2001

posted 12-16-2001 09:52 AM     Click Here to See the Profile for Phabius Phodes   Click Here to Email Phabius Phodes     Edit/Delete Message   Reply w/Quote
It seems Eidos´Santa Claus is not going to show up this year...
I´ve left my note by the fireplace but I´m afraid I´ll receive nothing.

So Eidos´Santa, if you´re listening, I would like to have that amazing animation editor!

Actually I would like to receive anything, since I bought all your TR products since 1996 and this is the first Christmas with NOTHING!

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The Sage Of Time
Moderator

Posts: 575
From:West Virginia
Registered: May 2000

posted 12-16-2001 10:58 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
I have told people a million times that a AnimEdit would be almost useless..
And I'll say it again.. Besides making "Animating Objects" in the "Animating Slots"..
There would be "NO" use what so ever with it.. As Anim's do not control the way Enemies work.
Enemies actions are Hard Coded in the EXE.. This means if we change they're Animations it won't match up with the EXE's Data.
And thus we'll get the same problem we've been getting when we try to place TR3 enemies in a TRLR slot..
Yes it is that simple, We can't make any new animations! The only way we could is if we could change the EXE.
If someone could do that then we have a whole other world and options we can explore!
Until then a AnimEdit would be almost useless.. I'm sorry but it's the truth!
Eidos knows this as well, And they know alot of people will complain about these problems if they released it.
Since those problems can't be solved it just seems a waste to release such a tool..
Anyway, Sorry to go on like that I just had to say my peace..

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tom992
Member

Posts: 311
From:Abingdon, Oxfordshire, England
Registered: Dec 2000

posted 12-16-2001 11:06 AM     Click Here to See the Profile for tom992     Edit/Delete Message   Reply w/Quote
I agree, five years worth of loyalty in owning 11 of the TR games on two formats, I think a little effort into the TR editing community would be worthwhile.

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Raider Of Tombs' Clone
Member

Posts: 152
From:The mining ship Red Dwarf
Registered: Oct 2001

posted 12-16-2001 11:29 AM     Click Here to See the Profile for Raider Of Tombs' Clone   Click Here to Email Raider Of Tombs' Clone     Edit/Delete Message   Reply w/Quote
What's that new game called? 'Eden Project' or something... it's made by core this year - what's it like?

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Raider's Tomb Raider Library

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trlestuff
Member

Posts: 486
From:oregon
Registered: Jul 2001

posted 12-16-2001 11:43 AM     Click Here to See the Profile for trlestuff   Click Here to Email trlestuff     Edit/Delete Message   Reply w/Quote
OMG!! what do u mean sage?!?!?! i would use an anim editor for just the anim slots all the time.. i realy want 1. i know that you cant edit enimies anim but whos cares? the anim slots are plenty enough!!!!

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Enter Tomb Raider Level Editor Stuff

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piega
Member

Posts: 319
From:Netherlands
Registered: Dec 2000

posted 12-16-2001 01:56 PM     Click Here to See the Profile for piega   Click Here to Email piega     Edit/Delete Message   Reply w/Quote
Gee, it seems that no one wants to listen what you have to say Sage. I understand it but i can imagine that they want this tool. But have we not come far already? I mean, where is the limit. If you just dont like tombraider as it is now then i can only advise to play another game or wait for the next generation. There are many levels but not all objects are used yet (even from the original wads!) because they think it is too hard too build with these objects combined with flipmaps. I think designers should focus more on puzzle design then animation. After all that what makes a level good!!! Ofcourse it would be nice if a baddy walks a little different because we have seen the ones now so many times. Room design, lightning and atmosphere have more impact then an animation. If the possebility comes to make animations then i think i would use it too but for now i am satisfyed. This is my own opinion.

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piega
Member

Posts: 319
From:Netherlands
Registered: Dec 2000

posted 12-16-2001 01:59 PM     Click Here to See the Profile for piega   Click Here to Email piega     Edit/Delete Message   Reply w/Quote
And ohh, i agree ofcourse that Eidos Santa Claus brings something for us level-designers

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aktrekker
Member

Posts: 813
From:WA, USA
Registered: Apr 2001

posted 12-16-2001 02:03 PM     Click Here to See the Profile for aktrekker     Edit/Delete Message   Reply w/Quote
You can edit the animations, but not the AI.
The animations are identified by the State ID. Animations can also be made to chain together. I think it would be possible to:
1) Break the animation dependencies between objects. This way you could change an object's animations without affecting other objects.
2) Add new animations to an object. Make them run different. Maybe make an enemy roll when they run, or jump back when they draw a weapon.
3) The area of animation commands is completely unexplored because there is no information about them. It may be possible to do different types of camera controls, play sounds, and provide some sort of enhancements to the AI system.
There needs to be some experimenting to figure these things out. But first we need something to view the animations so we can tell which animation we are editing.
I suspect there are alot of goodies hidden in the animation system. Who knows...

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TRoosevelt_26
Member

Posts: 47
From:USA
Registered: Dec 2001

posted 12-16-2001 02:04 PM     Click Here to See the Profile for TRoosevelt_26   Click Here to Email TRoosevelt_26     Edit/Delete Message   Reply w/Quote
I agree! I own all nine PC games and this is the first year that all we've had for Christmas is a promise for "something good next year." The TRLE community would be a great place to start. Just think what life would be like if they released all five level editors with complete WADs, .TGAs, .WAVs and .PRJs! (Santa, if you're listening...)

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TRoosevelt_26
Member

Posts: 47
From:USA
Registered: Dec 2001

posted 12-16-2001 02:08 PM     Click Here to See the Profile for TRoosevelt_26   Click Here to Email TRoosevelt_26     Edit/Delete Message   Reply w/Quote
And I would much rather have the OCBs to every damn thing in the game than an animation editor. Sure, we could make the Crusaders walk like a jackal if we really wanted to, but who does? Think how much better levels would be if we knew how to sequence levers and buttons and use all objects correctly as well as have the correct level numbers for use with jumping to and from levels! Much better, in my opinion.

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aktrekker
Member

Posts: 813
From:WA, USA
Registered: Apr 2001

posted 12-16-2001 04:38 PM     Click Here to See the Profile for aktrekker     Edit/Delete Message   Reply w/Quote
We can get the OCB settings now.

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DrasticGraphics
Member

Posts: 111
From:Moms Whomb
Registered: Jun 2001

posted 12-16-2001 05:42 PM     Click Here to See the Profile for DrasticGraphics     Edit/Delete Message   Reply w/Quote
yeah I think I would like to have a code bit list myself, because I think the editor has plenty of life left. And I agree that alot of the game play has to do with level design.
So eidos unass the code bits please, this would be a great X-Mas gift to me and so many others.....well think about it at least.
Can it be that hard realy? I mean shouldt they have a list/sheet or something somewhere? Maybe the reason we have not got them yet is because they are part of a unknown release....who knows, but guessing in the dark isnt a lot of fun. Somebody should tell us somethng, even if its nothing planned in the future.....Hope not though.

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