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Author
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Topic: request for newer version of trwest...
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David 070 Member Posts: 297 From: Registered: Apr 2001
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posted 05-25-2002 09:46 AM
hi, i would love to be able to create own slots with trwest.i think this would be a huge breakthrough for level designers!! for example i want to be able to have two rolling balls in my level.. current version , cant do this.. please consider this. thanks and happy tombing!!  IP: Logged |
eTux Member Posts: 1062 From:Valmiera, Latvia Registered: Jan 2002
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posted 05-25-2002 09:57 AM
You are right in one thing, this would really be a breakthrough for the LD's but TRWest doesn't affect this. If we would be able to modify the objects.h file, then you could have more slots in your wads. If there's ever gonna be a newer version for TRWest, then I'd like to be able to replace statics with movables and vice versa, cause it's quite frustrating to do that with strpix.IP: Logged |
TRWad Member Posts: 397 From:Rotterdam Registered: Dec 2001
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posted 05-25-2002 10:04 AM
These slots are hardcoded in the tomb4.exe file. You can't add them. I tried adding slots for static meshes and it didn't work.IP: Logged |
David 070 Member Posts: 297 From: Registered: Apr 2001
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posted 05-25-2002 10:10 AM
dont get me wrong, i think trwest is xtremely cool!i got this idea, because i want to make a small rolling ball and a big one, to simulate an anvalanche lol oh well, (any programmers out there???) IP: Logged |
eTux Member Posts: 1062 From:Valmiera, Latvia Registered: Jan 2002
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posted 05-25-2002 11:09 AM
Yes, an avalanche would be usefull for me too now, but I use a retextured library.wad rollingball as an avalanche.And it's too bad the tomb4.exe isn't allowed to be edited (so people who don't have the LE couldn't just download the file and play most of the levels for free, ya know) IP: Logged |
TRWad Member Posts: 397 From:Rotterdam Registered: Dec 2001
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posted 05-25-2002 01:43 PM
quote: Originally posted by David 070: dont get me wrong, i think trwest is xtremely cool!i got this idea, because i want to make a small rolling ball and a big one, to simulate an anvalanche lol
It's not the wad file that makes slots, but the tomb4.exe file. For example, if object 130 (ROLLINGBALL) is triggered the game engine will make it roll. But only objectid 130 will do this. You can't change this in the wad. This is the same for enemies. For example, the SAS has number 95. So only if an item with the id 95 is triggered it will act as a sas. There is no way of changing that with any program unless we have the source codes from tomb4.exe.
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David 070 Member Posts: 297 From: Registered: Apr 2001
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posted 05-25-2002 04:36 PM
maybe we could ask permission from eidos to modify the tr4.exe???doubt they'd let us or even respond but might be worth a try...... IP: Logged |
psiko Member Posts: 1158 From:unconsciousness Registered: Mar 2001
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posted 05-25-2002 05:20 PM
I was near to post a topic like this today! why don't a PREVIEW window of the objects we are going to add/remove?  IP: Logged |
David 070 Member Posts: 297 From: Registered: Apr 2001
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posted 05-25-2002 06:31 PM
yeah, ive thought of that too..but might be easier to just have a description of each object IP: Logged |
Phabius Phodes Member Posts: 696 From:Sao Paulo, SP, Brazil Registered: Jun 2001
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posted 05-25-2002 08:51 PM
About the rolling ball...Wouldnīt it be possible to modify the meshes of an original rolling ball and make it look like two (one a little smaller than the original and the other even smaller) and place both meshes side by side in a single object? Both could ocupy a single square or maybe two...I donīt know, just an idea...  I smell polygon connection problems here...
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David 070 Member Posts: 297 From: Registered: Apr 2001
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posted 05-25-2002 10:12 PM
great idea!!i dont know why i didnt think of that! thanks, ill try it!!
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