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Author Topic:   Numbered lights
Vivi_Ornitier
Member

Posts: 148
From:Black Mage Village
Registered: Jul 2001

posted 02-11-2002 10:21 AM     Click Here to See the Profile for Vivi_Ornitier   Click Here to Email Vivi_Ornitier     Edit/Delete Message   Reply w/Quote
Is there a way around 'the maximum number of lights'? If not I'll have to spend next to forever creating four smaller levels rather than one huge one.

Thanks,
MV

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eTux
Member

Posts: 525
From:Valmiera, Latvia
Registered: Jan 2002

posted 02-11-2002 10:30 AM     Click Here to See the Profile for eTux   Click Here to Email eTux     Edit/Delete Message   Reply w/Quote
I know that there are maximum lights in a room, but in a level
no idea!

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Yasin
Member

Posts: 270
From:Netherlands
Registered: Jan 2002

posted 02-11-2002 11:29 AM     Click Here to See the Profile for Yasin   Click Here to Email Yasin     Edit/Delete Message   Reply w/Quote
There are only 32 or 36 lights allowed in a room.

Sun - Fog - Effect and spot count as light.

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The best thing and last thing is to try ( ^_^ )=b

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aktrekker
Member

Posts: 1016
From:WA, USA
Registered: Apr 2001

posted 02-11-2002 11:49 AM     Click Here to See the Profile for aktrekker     Edit/Delete Message   Reply w/Quote
The limit is 32 per room, 768 per level.
Cameras, sinks, fog bulbs, sounds, and all lights count.
It appears that flame emitters also have some affect. They don't count toward the total, but during game play they will affect lighting.
Other limits are:
20 doors per room
100 objects per room (static, moveable, and triggers)
2000 objects per level
512 triggers per level

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Yasin
Member

Posts: 270
From:Netherlands
Registered: Jan 2002

posted 02-12-2002 08:48 AM     Click Here to See the Profile for Yasin   Click Here to Email Yasin     Edit/Delete Message   Reply w/Quote
2000 objects !!! You sure ??? I think the editor read 256 options.. *gulp*


And if there more then 30 ? dunno what excact was, flame emitters are triggered the flare bug will appear

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The best thing and last thing is to try ( ^_^ )=b

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eTux
Member

Posts: 525
From:Valmiera, Latvia
Registered: Jan 2002

posted 02-12-2002 08:57 AM     Click Here to See the Profile for eTux   Click Here to Email eTux     Edit/Delete Message   Reply w/Quote
No, Yasin, the level editor doesn't count static objects as objects, so it is possible if you count them.

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Data
Moderator

Posts: 1363
From:Omicron Theta science colony
Registered: May 2001

posted 02-12-2002 09:04 AM     Click Here to See the Profile for Data   Click Here to Email Data     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by Yasin:
And if there more then 30 ? dunno what excact was, flame emitters are triggered the flare bug will appear

I got around the problem of the flare bug, by strategically placing 'kill all triggers' at certain points in the level.

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Learn to respond, not react

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hteS
Member

Posts: 855
From: Behind you
Registered: Aug 2001

posted 02-12-2002 09:07 AM     Click Here to See the Profile for hteS   Click Here to Email hteS     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by Data:
I got around the problem of the flare bug, by strategically placing 'kill all triggers' at certain points in the level.

So you found the use of that 'not used' object...great!

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Coming soon - Discussion Domain - a whole new community...

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Yasin
Member

Posts: 270
From:Netherlands
Registered: Jan 2002

posted 02-12-2002 10:20 AM     Click Here to See the Profile for Yasin   Click Here to Email Yasin     Edit/Delete Message   Reply w/Quote
Yea, i thought I the kill_all_triggers nullmesh isnt been used.


The best solution for flare bug is to anti trigger them, but it requires a good view on the prj, since if you want to trigger them back again

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The best thing and last thing is to try ( ^_^ )=b

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Driber_IF
Moderator

Posts: 2815
From:Den Haag, The Netherlands
Registered: Apr 2001

posted 02-13-2002 02:32 AM     Click Here to See the Profile for Driber_IF   Click Here to Email Driber_IF     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by Data:
I got around the problem of the flare bug, by strategically placing 'kill all triggers' at certain points in the level.



wouldn't the kill_all_triggers object also close any doors that were open?
if so, how did you solved this?

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Driber's Homepage | TRLE Chatbox | TRLE FAQ and Community | Objects Archive

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Alexis Rombaut
Member

Posts: 186
From:Belgium
Registered: Jul 2001

posted 02-13-2002 04:05 PM     Click Here to See the Profile for Alexis Rombaut   Click Here to Email Alexis Rombaut     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by Yasin:
2000 objects !!! You sure ??? I think the editor read 256 options.. *gulp*


With "object" he means the sum of the number of doors, lights, moveable objects (/256),triggers, sounds and static objects.

I have reached that 2000 quite often and I needed to split the level up or rationalize the objects.

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Visit my site at:
http://users.skynet.be/Alexis.Rombaut/index.htm

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