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Author
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Topic: Some Questions no.2
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eTux Member Posts: 1029 From:Valmiera, Latvia Registered: Jan 2002
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posted 05-18-2002 10:18 AM
1 Is it possible to make flip-maps timed?2 When I export a mesh with Strpix and modify it as I need, and then export it back to Strpix all the textures of the mesh are messed up. I'v experienced that the modified part is textured wrongly, but never that the whole mesh is screwed. The question is... what could cause this? 3 Another problem with strpix, and partly with TR2Wad. I can extract mostly all objects I need with the proper textures from all games from 4 and >, but the textures for the TRC objects are not correct, and it doesn't extract the most objects I need (I need the heart puzzle). Well, the texture problem was the least, I thought I'll just retexture the needed objects with Strpix. So I did it, saved the wad, but when I want to open it in the editor, I find out.... it's corrupted. I've lost many, many wads this way, but luckily I'm smart enough now to make a backup for it. But what's the problem that causes this? aNd is there a newer (or older) version of TR2Wad, that extracts all the objects and with the correct textures? IP: Logged |
TRWad Member Posts: 370 From:Rotterdam Registered: Dec 2001
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posted 05-18-2002 10:24 AM
1 try the timer field in the trigger, dunno if it works2 ? 3 I never had problems with trc levels using tr2wad (I extracted one a few hours ago) so try downloading it again to make sure you got tha latest version. Or just use wadmerger to copy the objects IP: Logged |
LarzBritsh Member Posts: 338 From:LA, CA, USA Registered: Apr 2002
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posted 05-18-2002 10:43 AM
I can help with question 2When you export an mesh from a WAD and modify it, the texture infos are all gone now, so you'll have to retexture, it's a real pain. You need to use the control-alt-click to rotate between the triangle textures. important: When using the control-alt-click you need to do different combinations of alt, shift, click, and control-alt-click. This would take a long time so when you finally got it done, save the mesh in TRviewer as a .trmsh so you won't have to do it again. Just keep at it, outfit making is painful, but fun. IP: Logged |
Malte Member Posts: 183 From:Germany Registered: Apr 2002
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posted 05-18-2002 10:48 AM
1) Flipmaps cannot be timed with the timer filed (I'm not 100% sure now, but I think I tested it some time ago and it didn't work). But you can use the good old rollingball. Create a new room that is not connected with any other room. Place two rollingballs in that room. Trigger the flipmap with a FLIPMAP trigger (yes, FLIPMAP not FLIPON). Also place a trigger for the first rollingball on the same square(s). Place a trigger for the second rollingball under the first rollingball and set a negativ time at the timer field (the time says how long the flipmap is triggered). Place a FLIPOFF trigger under the second rollingball. When the flipmap is triggered the second rollingball triggers the FLIPOFF trigger after the time set in the timer field of the trigger of the second rollingball.Buah, ready. There's only one disadvantage: The flipmap can only be triggered once for the specified time. IP: Logged |
psiko Member Posts: 1137 From:unconsciousness Registered: Mar 2001
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posted 05-19-2002 01:08 AM
2) you probably imported a DXF with different objects than only 3d meshes, like lines, helpers or nurbs objects.... (or points, etc, etc...)OT, maybe: this reminds me my first object of ever... I had the same "screwed up" problem once... That was a time when I discovered that substituting a DXF in a "shatter" slot would have produce a new shatterable object but with the same collision of the original one ...but I was so happy when I saw it in the game!!!  ...The day STRpix3.0 was released, I even tried to import a 1,700,000 poligons object and I wrote to Turbo Pascal asking him: "er, what's wrong?"... (yes, we didn't know all the limits on that period, that was really pioneering) LOL  (but I was able to view that 1,700,000 polygons object for a while in my Strpix little window - that was an entire steel bridge)  IP: Logged | |