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Author Topic:   Can Meshswap do this?
LeeO
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Posts: 680
From:
Registered: May 2001

posted 03-03-2002 06:10 AM     Click Here to See the Profile for LeeO   Click Here to Email LeeO     Edit/Delete Message   Reply w/Quote
I was wondering if a meshswap could change a statue into an enemy (like the shiva in TR3)

If it can, could someone tell me how?

And also, does anyone have a working Shiva?

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[XUCS]Member-#2
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Posts: 44
From:CS_Militia_2k(@the PC in hte second level)
Registered: Feb 2002

posted 03-03-2002 06:16 AM     Click Here to See the Profile for [XUCS]Member-#2   Click Here to Email [XUCS]Member-#2     Edit/Delete Message   Reply w/Quote
no,thats(meshwarp)just an object,which showes U the gun-pack of the enemy,if it is full or empty

but U can do this if U activate 'invisible' and '1,2,3,4,5' in the ocb of a static-object and put a trigger on the square,where to disappear,than put a enemy on the same square,trigger it on the same square as the static..........
than U do a gas-effect on the same squares like the ones I told U

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TRWad
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Posts: 197
From:Rotterdam
Registered: Dec 2001

posted 03-03-2002 06:16 AM     Click Here to See the Profile for TRWad   Click Here to Email TRWad     Edit/Delete Message   Reply w/Quote
meshswaps are mostly hardcoded in TR4, I guess. But I never checked for animdispatches or next animation fields between them. If these exist, it might be possible to do it. But a better way it to place an ANIMATING as statue and make it have animations so it will go away when triggered. Trigger the ANIMATING, some steam and the enemie at the same time.
I guess animations are possible with trviewer cause you can set animcommands with it too (and these contol the visible flag for meshes)

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

posted 03-03-2002 06:18 AM     Click Here to See the Profile for eTux   Click Here to Email eTux     Edit/Delete Message   Reply w/Quote
I asked about the working Shiva a time ago. No one really replied who knew
But what you say about meshswap can be done easier. You must have an animating that looks like an enemy.You place the animating and enemy in a room, and when you want the statue to come to life, you trigger a flipmap, in which you trigger your enemy and antitrigger your animating. The animating will disappear and the enemy attack Lara or whatever it's supposed to do. I have an I dea to use a static object(arhitecture, furniture, plant) in place of the animating. This way you wont loose precious objects, and the static objects automatically disappear in a fliped room.

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[XUCS]Member-#2
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Posts: 44
From:CS_Militia_2k(@the PC in hte second level)
Registered: Feb 2002

posted 03-03-2002 06:20 AM     Click Here to See the Profile for [XUCS]Member-#2   Click Here to Email [XUCS]Member-#2     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by eTux:
I asked about the working Shiva a time ago. No one really replied who knew
But what you say about meshswap can be done easier. You must have an animating that looks like an enemy.You place the animating and enemy in a room, and when you want the statue to come to life, you trigger a flipmap, in which you trigger your enemy and antitrigger your animating. The animating will disappear and the enemy attack Lara or whatever it's supposed to do. I have an I dea to use a static object(arhitecture, furniture, plant) in place of the animating. This way you wont loose precious objects, and the static objects automatically disappear in a fliped room.


antitriggers or flipmaps will never work if U wnat to let things disappear,I tried this in my "VCI:The final hit"

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