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Author Topic:   Strpix 3.8 rev 2,
Turbo Pascal
Member

Posts: 154
From:
Registered: Dec 2000

posted 05-08-2002 02:13 PM     Click Here to See the Profile for Turbo Pascal   Click Here to Email Turbo Pascal     Edit/Delete Message   Reply w/Quote
Hi,

I was reading few weeks ago about people complaining about strpix 3.8 rev 1 not working (the picking rutine) in their machines, even psiko had that problem.

I recived that report long time ago when i was updating my opengl rutines, i resolved the problem at that time but seems that Strpix 3.8 rev 1 was compiled with that bugy version.

Anyway i recompiled the tool with my actual rutines and i sent psiko the tool, he say that now the problem was resolved and strpix 3.8 rev 2 is working Ok on his machine.

If you are one of those where strpix 3.8 rev 1 is not working (when you click the model nothing happen) that i suggest to try this fixed revision.
http://www.geocities.com/cyber_delphi/

Please note that if you are editing a static mesh (ornament) then clicking a face wil not work if the colisional yellow box is enabled.

Remember that your are ahotorized to download and host strpix3 in your web site if you want.


Good luck.

Tp.

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TRWad
Member

Posts: 366
From:Rotterdam
Registered: Dec 2001

posted 05-08-2002 02:15 PM     Click Here to See the Profile for TRWad   Click Here to Email TRWad     Edit/Delete Message   Reply w/Quote
Finally!!!!!!!!!!!!!!!!!!

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LarzBritsh
Member

Posts: 322
From:LA, CA, USA
Registered: Apr 2002

posted 05-08-2002 03:01 PM     Click Here to See the Profile for LarzBritsh   Click Here to Email LarzBritsh     Edit/Delete Message   Reply w/Quote
Yes!!! I can finally use my video card reference drivers with Strpix. No more switching between drivers. Thanks Psiko and Turbo!!

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psxsaves
Member

Posts: 44
From:England
Registered: Nov 2000

posted 05-08-2002 03:55 PM     Click Here to See the Profile for psxsaves   Click Here to Email psxsaves     Edit/Delete Message   Reply w/Quote
Hi

Nice one all tested ok for me.

Thanks
psxsaves (now back to editing...)


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psiko
Member

Posts: 1132
From:unconsciousness
Registered: Mar 2001

posted 05-08-2002 05:40 PM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
oopps sorry to report this now, but JUST one hour ago I had this problem with that version you sent me by email... (is that the same you are posting now...?)

Anyhow, I imported some DXFs for some static objects... it seems that the "bounding feature" still corrups my wads SOMETIMES... I cannot tell when...

If I import the same DXF with strpix3.5 and then I fix the collision with strpix3.8-rev2 I get no problems.

It seems that this happens only SOMETIMES when I import then I apply the collision feature.

I know that I have to uncheck to not show the yellow box, both while importing either while texturing... I know even from where to choice the right objcets... but ccasionally, not always, it happens that the wad gets corrupted....

The second thing of just an hours ago, is that after I created three new objects (perfect in the wad, in the editor etc, etc) I imported them in my MAIN wad with trwest: no problem, no crash, but after this new importing of those objects, my cusotm Lara has a "strange" problem: I havent retouched her...

Two polygons goes to the INFINITE direction from Lara... One from the nech, another from a leg...

I guess those two poligons are from the skin joints meshes, but actually I removed them importing an empty DXF substituting the original meshes months ago...

So, how comes now I have those two infinite polygons...? I hadn't that problem few hours ago, I got it just when I imported (with trwest) those 3 new objects created with the strpix version you sent me by email, I created them starting from the original COASTAL wad provided with the editor (not the revised version downloadable from the internet)...

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psiko
Member

Posts: 1132
From:unconsciousness
Registered: Mar 2001

posted 05-08-2002 06:32 PM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
all of you can download it from here (fast and with no limitations, at least if you won't download it at the same time!!):
http://digilander.iol.it/psikoTEP/Tools/Strpix3-8-rev2.zip

This is the same version Turbo Pascal is providing on his website

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Lara's Soul
Member

Posts: 388
From:Athens, Greece
Registered: Dec 2001

posted 05-10-2002 05:49 AM     Click Here to See the Profile for Lara's Soul   Click Here to Email Lara's Soul     Edit/Delete Message   Reply w/Quote
I had that problem too. I'm glad that fixed.
But I have a question: Can you remind me how I add the shiny feature at a texture please?

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Malte
Member

Posts: 179
From:Germany
Registered: Apr 2002

posted 05-10-2002 06:59 AM     Click Here to See the Profile for Malte   Click Here to Email Malte     Edit/Delete Message   Reply w/Quote
Thank you Turbo Pascal!

That was my problem, too. Fixed !

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Wee Bald Man
Member

Posts: 667
From:Left Luggage Locker #27, Terminal 3, Heathrow Airport, London.
Registered: May 2001

posted 05-10-2002 07:15 AM     Click Here to See the Profile for Wee Bald Man   Click Here to Email Wee Bald Man     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by Lara's Soul:
But I have a question: Can you remind me how I add the shiny feature at a texture please?

Copied from Turbo's site:

The Shine effect can be applied to a Face since version 3.8 rev 1+, this is a value from 0-31 in increasing shiny intensity, you first select the desired value and then each texture that you apply to a face will have this shiny intensity effect.

Before apply the shiny effect over mesh used for ornaments, you need to export the ornament to DXF and then import back from DXF (not any changes is needed), in this procces Strpix3 convert the ornament lights method to normals light method neccesary for the shiny effect or the game will crahs.

If the shiny effect is used over some skin_join meshes then the game will crash, most skinjoints not need to be shining really, but some really need to, so for be able to put the shining in these meshes then you can try this smart trick:

* Export the skinjoin mesh to DXF file and open it in a CAD program.
* Seems that all skinjoint faces are hard coded to be linked with others mesh and they can't be shining, so the solution is to put a NEW FACE in the place where you want to apply the effect later, so all originals skin_joint meshes remain untoched, and the newone will have the shiny effect.
* Before importing back the skinjoint mesh you will have to take note about the originals vertex value because you will need to REMAP the vertices after importing back the mesh.

Note: The above solution was not tested personaly for me.

Thank you very much to TOMO and TIJAY for testing and providing the info necessary for find how interpret correctly the shiny values and for providing the above skinjoint solution.

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Lara's Soul
Member

Posts: 388
From:Athens, Greece
Registered: Dec 2001

posted 05-14-2002 04:18 AM     Click Here to See the Profile for Lara's Soul   Click Here to Email Lara's Soul     Edit/Delete Message   Reply w/Quote
Thanks!

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jeffrey van oort
Member

Posts: 953
From:Monkey Island
Registered: Jun 2001

posted 05-18-2002 10:38 AM     Click Here to See the Profile for jeffrey van oort   Click Here to Email jeffrey van oort     Edit/Delete Message   Reply w/Quote
THNXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

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