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Author
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Topic: About the animation tool and other stuffs
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psiko Member Posts: 764 From:unconsciousness Registered: Mar 2001
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posted 12-17-2001 06:25 AM
If someone of you is still thinking about realizing it or releasing it, I simply ask for a very important feature.Can you make it compatible with wads edited with strpix? I think strpix now must be considered the standard for the CAD editing in TRLE. Then, surely TRWest. Then I would like this kind of tool: I know it is TOOOOOOOOOOOOOOOOO soon to ask for it, but at least listen to me: I need an AI-editor. This means I can edit the damage to Lara from an enemy, the way an enemy plays, for example shooting or not lara if she is very far or not, and things like this. Other example: waiting still if lara does NOT move, like the tr3 T-rex. And the third and last tool: Can you make a tool to EDIT OCB FOR CUSTOM OBJECTS? I mean: I create a trap, and if I put 1 in the OCB box I get an effect, but if I put 2 I get a DIFFERENT EFFECT.... I know it is hard, but everything seems hard in the beginning. Thanks, at least, for listening  IP: Logged |
aktrekker Member Posts: 817 From:WA, USA Registered: Apr 2001
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posted 12-17-2001 06:50 AM
ALL of the tools should be compatible. Since they aren't, we sometimes have problems using custom wads. That is why sharing information is so important.Damage should depend not just on distance, but also the weapon you are shot with. I believe this is all hard-coded in tomb4. But who knows? The OCB can only do different things if tomb4 is coded to look at the OCB for that object. This is one more thing that is hard-coded. This is not just hard, it would require reverse-engineering tomb4. This would probably create some legal problems. They might not have provided alot of tools for us, but they have been very lenient in allowing us to develop our own, and to share file formats with each other. But I suspect they do have a limit. Of course, if I could get ahold of the source for tomb4, I think the first thing I would do would be to add a simple scripting language to allow easy programming of special things. The script could look at OCB codes and cause different things to happen. This way, it wouldn't be hard-coded anymore. And you could add totally new objects and give them correct behavior. And I would definitely make the SAS take less shots to kill. No way it takes 20 shots to kill someone. Dreaming is nice, isn't it? 
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Tümmler Member Posts: 56 From:Dönerland Registered: Nov 2001
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posted 12-17-2001 07:12 AM
well....hehe if teh TRviewer 1.0 will be finished we can do that (partly) if we have a object with letzt say two different OCB's can can change the two existing anims with new one...this is possible! But so add MORE OCB's would be VERY cool! Tümmler
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psiko Member Posts: 764 From:unconsciousness Registered: Mar 2001
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posted 12-17-2001 09:30 AM
yes, but what I meant is this:let's admit I create a merry-go-round enemy: when the huge steel hits lara I need it damages her, not simply the right collision, even if the animation is right! and for example this steel should fire some shots to her even hurting her... how can this be possible? will it be one day? or will trviewer do this kind of things? If yes, I can be quiet for a while and simply stay tuned  IP: Logged |
jeffrey van oort Member Posts: 812 From:Monkey Island Registered: Jun 2001
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posted 12-17-2001 11:11 AM
If I'm not wrong the animations are a part of doing what you want Psiko. I can't promiss anything, because everybody is waiting for my Program, so I'll have to finish that one first don't you think? Ask Michiel, He probely know something.------------------ Lost Tombraider treasures. IP: Logged |
TRWad Junior Member Posts: 7 From:Rotterdam Registered: Dec 2001
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posted 12-17-2001 12:20 PM
I updated tr2wad so it can be called by other programs to decompile a level. Please contact me for more.IP: Logged |