"Unofficial" TRLE Network & Chatbox
TRLE FAQ and Community
  Eidos Interactive Forums
  Tomb Raider Level Editor
  I got the Stripx Blues

Post New Topic  Post A Reply
profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone! next newest topic | next oldest topic
Author Topic:   I got the Stripx Blues
GokuZ
Member

Posts: 255
From:UK
Registered: Sep 2001

posted 01-05-2002 04:39 AM     Click Here to See the Profile for GokuZ   Click Here to Email GokuZ     Edit/Delete Message   Reply w/Quote
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

posted 01-05-2002 05:25 AM     Click Here to See the Profile for John. Lincoln   Click Here to Email John. Lincoln     Edit/Delete Message   Reply w/Quote
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

posted 01-05-2002 05:32 AM     Click Here to See the Profile for GokuZ   Click Here to Email GokuZ     Edit/Delete Message   Reply w/Quote
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 lot

IP: Logged

Tomb_Raider_Nut
Member

Posts: 688
From:Millwaukee,Wi,USA
Registered: Jun 2001

posted 01-05-2002 02:25 PM     Click Here to See the Profile for Tomb_Raider_Nut   Click Here to Email Tomb_Raider_Nut     Edit/Delete Message   Reply w/Quote
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

posted 01-05-2002 05:05 PM     Click Here to See the Profile for GokuZ   Click Here to Email GokuZ     Edit/Delete Message   Reply w/Quote
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

posted 01-05-2002 05:17 PM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
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

posted 01-05-2002 05:41 PM     Click Here to See the Profile for GokuZ   Click Here to Email GokuZ     Edit/Delete Message   Reply w/Quote
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 walls

and 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

posted 01-05-2002 06:34 PM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
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

posted 01-05-2002 07:56 PM     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
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

posted 01-05-2002 08:49 PM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
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

All times are PST (US)

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | Eidos.com

[Copyright 1999/2000 - Eidos Interactive, Inc.; Mpath Interactive]

Powered by Infopop www.infopop.com © 2000
Ultimate Bulletin Board 5.45c