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Author
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Topic: I got the Stripx Blues
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GokuZ Member Posts: 255 From:UK Registered: Sep 2001
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posted 01-05-2002 04:39 AM
ok I have been making custom walls to add more detail to my levels. Stripx3.6 sets collision boundarys , I import the object, and replace an existing static mesh (a statue) then automatic bound (for visability and collision) when i try to load the saved wad in the editor it crashes what have I done wrong, and when i set the boundary it surrounds it completely but not right to all the edges (as its an angled wall with a square collision box) how to i move the points ...oh ma baby left me shes runnin away she doesnt needme cos shes got size double A ------------------ Currently Working On; The Dragon Ball TR Saga Often in the Chatbox / AOL Instant Messenger Name is : GoTenchiZ , MSN ; Gokuz99@hotmail.com [This message has been edited by GokuZ (edited 01-05-2002).] IP: Logged |
John. Lincoln Member Posts: 442 From:england uk Registered: Oct 2001
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posted 01-05-2002 05:25 AM
ive found out that you cannot use stprix in all the wads eg: city ,as the game/converter crashes ,try another wad or contact the person who made this tool  ------------------ download my lara's home level http://driber.geckokid.com/screens/lara's_coastal_home.zip http://driber.geckokid.com/screens/LCH_sound_waves.zip read a review below http://www.mprager.de/LarasCoastalHome.htm feeling proud to be stub #35 IP: Logged |
GokuZ Member Posts: 255 From:UK Registered: Sep 2001
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posted 01-05-2002 05:32 AM
Oh i used tut1 so ill try another wad, i was wondering if i would need to use trwest but ive not tryed it yet I think Stripx is Turbo's I like it a lotIP: Logged |
Tomb_Raider_Nut Member Posts: 688 From:Millwaukee,Wi,USA Registered: Jun 2001
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posted 01-05-2002 02:25 PM
Try this, it should work... Do all your editing in strpix 3.6 and open up strpix 3.4 and save it. i've tried this alot and it usually works for me.IP: Logged |
GokuZ Member Posts: 255 From:UK Registered: Sep 2001
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posted 01-05-2002 05:05 PM
K ive imported my wall into the place where a statue was, the wad loaded and i tested it ut.It worked ingame but it used the collision of the statue which is no good. So when i load it in sripix 3.6/3.8 to automatic bound it sets a nice boundary around it but when i save the wad wont load in the editor an crashes.  Helllllp! Is there another way of setting a collision boundary to objects?? IP: Logged |
psiko Member Posts: 810 From:unconsciousness Registered: Mar 2001
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posted 01-05-2002 05:17 PM
open the wad and chose the object to substitute WITHOUT the V in the "show colliison or visibility box"then reteture it. Now collision. For a better success I suggest to close this wad, check it if it work (even in the game), then load it in the strpix and save with a different name. Then, from the STATIC MESH BOX, select your new object, and use AUTOMATIC BOUND now. The Automatic bound or other changes must be done NOT selecting the objects from the MESH BOX, but ABSOLUTELY ONLY selecting from the Static one. IP: Logged |
GokuZ Member Posts: 255 From:UK Registered: Sep 2001
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posted 01-05-2002 05:41 PM
Whoo Hoo It worked a treat i guess it was the V in the box. But 1 as its an angled wall is there a way of getting the collision close to the walls instead of just a square box ( I hate invisible wallsand 2 Is there a way of getting lara to climb on top of a custom wall ( I know that this isnt possible with the pushable block but there must be a way ) I was just thinking if some one did some editing to the sripix program if it would be possible to put more than 1 collision box in an object [This message has been edited by GokuZ (edited 01-05-2002).] IP: Logged |
psiko Member Posts: 810 From:unconsciousness Registered: Mar 2001
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posted 01-05-2002 06:34 PM
1. simply with a CAD, rotate the object of 45° in order it is on line with the TR-engine squares, and import it in the wad, then in the trle rotate it back.... so, if you did some maths, its lenght must be 10,24*1,41 (diagonal of the square whose side is 10,24), this means the measure of the diagonal of the tr square..So it is "on line" once imported, but rotating the object you have a 45° wall with correct collision  2. Not with diagonal walls... but yes with different types, as you can put your object then, upon it, you can build some tr squares with invisible texture (the one for the sky).
But be careful... it is nice to add some particular details in our levels but we soon meet software limitations, so I don't know how much it is important to put irregular walls if you cannot build important rooms when you are really far in your level... I think it is better to work on the textures and give that impression of huge details with them  I tried to build a very detailed level with so many objects, but we have limitations on the amount of polygons (both for the TRLE -ADD box fatal error - either for objects - the level crashes while loading)  IP: Logged |
Raider Of Tombs' Clone Member Posts: 204 From:The mining ship Red Dwarf Registered: Oct 2001
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posted 01-05-2002 07:56 PM
Are you sure that would work? Halfway rotated raising blocks retain the centered collision.IP: Logged |
psiko Member Posts: 810 From:unconsciousness Registered: Mar 2001
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posted 01-05-2002 08:49 PM
he was asking about a STATIC object, and for them it works.. (it worked to me..)About the raising block matter, it has NOT its own collision! actually it simply said to the game: "raise of four click this floor square where I put this raising block..." infact, if you put a raising block in the CEILING and low it until a floor square, simply do this try: make the floor NOT FLAT, but SLOPING.. once the raising block is raised, you have the collision of the SLOPE raised of four click, not of a cube!  this can be useful if you edit the raising block and remesh it already with a slope  (the floor will have that slope, and even the raising block once activated, if you put it from the ceiling...) IP: Logged |