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Author
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Topic: ## ALL TRLE LIMITATIONS ## P3
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GokuZ Member Posts: 485 From:UK Registered: Sep 2001
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posted 04-14-2002 09:07 AM
Only Post if you are 100% sure Only Post Standard Limitations not what you wish we had Ok now this Isn’t a bitching post, I want to create a List of ALL the Limitatioms their are within the Tomb Raider Level Editor and Popular Programs we use, and once we have the list we can push it to its Limits and get the very best out of the TRLE Also so newbies will know what to expect. TRLE LIMITATIONS :
Tiles per Room : 20x20 Rooms per Level: 254 FlipMaps per Level: ?? Flybys per Level: 8 flyby sequences (0 through 7) Flyby-cams per sequence: 32 (0 through 31) Cameras per Level : 256 flyby cams (wich makes sense if you convert 256 back to the binary system ) Texture Tiles : 128 (64x64 tiles seems to be a safe number for a single TGA file) Lights per Room : 32 Lights per Level : 768 (* Note 1) Doors per Room : 20 Height position of a ceiling: 128 Depth position of a floor: -128 Objects per Room: 100 Objects per Level: 2000 Triggers per Room: Triggers per room is included in the Objects per room Triggers per Level: 512 Polygons per object slot :255 *Note 1 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) Thanks to all that have posted in previous posts, The original list has been filled in very quickly and provide an excellent reference for Newbies and for those times when your level crashes and you don't know why As this list has been filled pretty quickly (Please post any more numerical Limitations if you know) I would like to make a list of the Conversion; Typical Output(City) *** Build All Begin *** Converting D:\Program Files\Core Design\trle\graphics\wads\city.TOM Room Tex Infos : 208 Done sprite remap [16] Object Meshes:643 Null:234 Using Specific Level Sky Texture File Outputing uncompressed level D:\Program Files\Core Design\trle\data\city.lev Number Rooms:209 Possible Unused Room Textures:19 nAnimRanges = 0, mRanges = 0 nUVRanges 0| Textures 2627 2D Map 13708 AI Stuff6 Text Infos 2627 Transparent 126 Maximum Room Vertices 173 Maximum Object vertices 126 Conversion Complete - Well Nearly.... :0) ( such Core wit hahahaha ) Reprocess Data - PC Specific Open D:\Program Files\Core Design\trle\data\city.lev Alloc File Buffer 6645616 Found 16 Texture Pages Found 37 Sprite Infos Found 2627 Texture Infos Processing Textures RTPages 7 BMTPages 0 0TPages 10 Compressing To D:\Program Files\Core Design\trle\data\city.tr4 Adding Samples *** Build All Complete *** Now I Dont understand 1/2 of this let alone what its limitations are, but I think that if everyone of the limitations were pushed to the max in a level that something in the Output would be exceeded, please post If you Know Also I want Limitations of The Most Popular programs Stripix etc ------------------ Currently Working On; Lara's Toy Story : DOWNLOAD DEMO HERE Often in the Chatbox / AOL Instant Messenger Name is : GoTenchiZ , MSN ; Gokuz99@hotmail.com [This message has been edited by GokuZ (edited 04-14-2002).] IP: Logged |
just/n Member Posts: 129 From:CT, USA Registered: Jan 2002
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posted 04-14-2002 11:32 AM
I know this much: Lara Start Position: 6 (1-6)I'm not 100% on this (oh come on) but I've experienced problems with more than 12 flipmaps in a single levels (some of them would flip, some would not, but only on occasions) As for the conversion: Room Tex Infos : 256 (obvious) Done sprite remap [20] (DO NOT EXCEED THIS!!) Object Meshes : (no clue) Null : (no clue) Number Rooms:300 (maybe) Textures (no clue) 2D Map (no clue, although I have exceeded the limit) AI Stuff (no clue) Text Infos (no clue) Transparent (no clue) Maximum Room Vertices (no clue) Maximum Object vertices (no clue) [This message has been edited by just/n (edited 04-14-2002).] IP: Logged |
dnf raider Junior Member Posts: 16 From: Registered: Dec 2001
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posted 04-14-2002 11:49 AM
what i know about the extracting information is :*** Build All Begin *** Converting D:\Program Files\Core Design\trle\graphics\wads\city.TOM Room Tex Infos : 208 (tells you how many texture of the level and texture objects) Done sprite remap [16](tells you the animation) Object Meshes:643 Null:234 (how many polygones in the level) Using Specific Level Sky Texture File (tells you you have a horizon in your level) Outputing uncompressed level D:\Program Files\Core Design\trle\data\city.lev (compressing into tr4 file format) Number Rooms:209 Possible Unused Room Textures:19 nAnimRanges = 0, mRanges = 0 nUVRanges 0| Textures 2627 (tells you how many square texture you've used in a level) 2D Map 13708 AI Stuff6 (tells you how many artificial intelligence you've used in a level) Text Infos 2627 Transparent 126 Maximum Room Vertices 173 Maximum Object vertices 126 Conversion Complete - Well Nearly.... :0) ( such Core wit hahahaha ) Reprocess Data - PC Specific Open D:\Program Files\Core Design\trle\data\city.lev Alloc File Buffer 6645616 Found 16 Texture Pages (maximum 20 texture page [tells you how many texture of object and texture in each rooms you've used] Found 37 Sprite Infos (tells you the animation and the objects and the texture) Found 2627 Texture Infos Processing Textures RTPages 7 BMTPages 0 0TPages 10 Compressing To D:\Program Files\Core Design\trle\data\city.tr4 Adding Samples *** Build All Complete *** that's what i know DNF IP: Logged |
TRWad Member Posts: 277 From:Rotterdam Registered: Dec 2001
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posted 04-14-2002 12:36 PM
quote: Originally posted by just/n: Number Rooms:300 (maybe) Maximum Object vertices (no clue)
Max rooms = 255
[This message has been edited by TRWad (edited 04-14-2002).] IP: Logged |
just/n Member Posts: 129 From:CT, USA Registered: Jan 2002
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posted 04-14-2002 01:27 PM
Only 255 rooms? Well that makes senseIP: Logged |
Netslider Member Posts: 659 From:Entroncamento, Portugal Registered: Feb 2001
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posted 04-14-2002 02:34 PM
i think there's also another thing: when you make a level too big, some of the objects loose their sounds.------------------ Keep visiting Tomb Raider Level Editing: IP: Logged |
KingSpyder Member Posts: 204 From: Registered: Feb 2001
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posted 04-14-2002 09:12 PM
Here's few lines I know about in the conversion:---------- Using Specific Level Sky Texture File * I've actually had this say "Sky Texture Not Specified Using Default", or words to that effect. Outputing uncompressed level D:\Program Files\Core Design\trle\data\city.lev * This is the UNCOMPRESSED tr4 format file. (stated incorrectly by dnf raider) Reprocess Data - PC Specific * As apposed(sp) to PSX Specific. This, I assume, makes it so the PC version of the tr4.exe can handle the *.tr4 file. Compressing To D:\Program Files\Core Design\trle\data\city.tr4 Adding Samples * Compresses it to the final *.tr4 format for PC and tacks on the sounds. ---------- That's how I understand those lines (others I understood have already been stated). Feel free to correct me if you know I'm wrong. ------------------ KingSpyder KingSpyder@thefreesite.com
KingSpyder's World The Doctor Who Transcripts Project The Original Tomb Raider Conversion Project The Dark! Your Source For Video Tape Labels! [This message has been edited by KingSpyder (edited 04-14-2002).] IP: Logged |
Data Moderator Posts: 1522 From:Omicron Theta science colony Registered: May 2001
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posted 04-15-2002 01:18 PM
I do not understand why you cannot take my word that the room limit is 255 since I have already stated that this was achieved by me in Castle Doomsday and I have also stated that tests over this limit proved conclusive that 255 was in fact the limit.IP: Logged |
TRWad Member Posts: 277 From:Rotterdam Registered: Dec 2001
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posted 04-15-2002 01:23 PM
quote: Originally posted by Data: I do not understand why you cannot take my word that the room limit is 255 since I have already stated that this was achieved by me in Castle Doomsday and I have also stated that tests over this limit proved conclusive that 255 was in fact the limit.
I can proof it. In the TR file format, the sectors use 1 byte (0-255, and 255 means none) to store the room below this sector. Meaning the rooms must be in the rande from 0-254 which is a total of 255 rooms (note: empty rooms don't count for this) IP: Logged |
Data Moderator Posts: 1522 From:Omicron Theta science colony Registered: May 2001
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posted 04-15-2002 01:48 PM
Thank you for clarifying TRWad.  IP: Logged |
just/n Member Posts: 129 From:CT, USA Registered: Jan 2002
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posted 04-15-2002 02:42 PM
Oh man I can't believe I forgot that Data mentioned the room limit before! Thanks for clearing that up again, hopefully I won't forget again  IP: Logged |
Driber_IF Moderator Posts: 3254 From:Den Haag, The Netherlands Registered: Apr 2001
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posted 04-16-2002 03:13 AM
quote: Originally posted by GokuZ: Rooms per Level: 254
this will make a more acurate text: Rooms per Level: 255 (0 through 254) ------------------ If you can't have what you want, you have to want what you have! IP: Logged |
aktrekker Member Posts: 1042 From:WA, USA Registered: Apr 2001
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posted 04-16-2002 04:05 AM
Note 1 applies to lights per ROOM, not per level. I can prove this with the project file format. Only light objects (light, shadow, effect, sun, spot, fog) applies to the level limit of 768.
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