"UnofficialTRLE Chatbox Network - Live Help & Chat
TRLE FAQ and Community
  Eidos Interactive Forums
  Tomb Raider - The Level Editor
  Argh... stupid split textures

Post New Topic  Post A Reply
profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone! next newest topic | next oldest topic
Author Topic:   Argh... stupid split textures
eTux
Member

Posts: 1185
From:Valmiera, Latvia
Registered: Jan 2002

posted 06-17-2002 08:19 AM     Click Here to See the Profile for eTux   Click Here to Email eTux     Edit/Delete Message   Reply w/Quote
I made a split texture, which has a normal water surface texture and a waterfall texture, there are 2 more but they're not important. So I set the animation range, placed the whole texture in an unaccessable area of the level. When I checked the level out the water surface animated OK, but the waterfall texture didn't animate at all! What kind of weird problem is this anyway? Must I do anything else so that all the parts of the split texture would animate correctly?

IP: Logged

eTux
Member

Posts: 1185
From:Valmiera, Latvia
Registered: Jan 2002

posted 06-17-2002 08:26 AM     Click Here to See the Profile for eTux   Click Here to Email eTux     Edit/Delete Message   Reply w/Quote
I checked it now again, the water surface is the only part of the split texture that animates properly

IP: Logged

piega
Member

Posts: 556
From:Netherlands
Registered: Dec 2000

posted 06-17-2002 01:45 PM     Click Here to See the Profile for piega   Click Here to Email piega     Edit/Delete Message   Reply w/Quote
If I remember well it is not possible to animate the water texture transparent and an other part just placed on the floor of block with no transparency. Why not use UVrotate?

Just found out a bug about that. The very first texture in the texture map may not have pink transparent data on it or only transparent placed UV rotate textures will work. Dont ask me how I found out. It had bugged me for ours!!!

------------------
Dont you think you've seen enough?...BANG!!!

IP: Logged

inchdix
Member

Posts: 866
From:hornchurch, essex. england.
Registered: Dec 1999

posted 06-17-2002 03:39 PM     Click Here to See the Profile for inchdix   Click Here to Email inchdix     Edit/Delete Message   Reply w/Quote
I use the "quartered" textures in all my levels and they work perfectly and It makes no difference if you use the water part transparent/double sided and the waterfall part as a "solid" texture...... the only thing you may find is that you cannot use too many solid textures..... just make sure that the "one block" room you build is textured with the full tile (all quadrants) and the animation range covers the six full tiles that you can use when texturing your one block room.

INCH.

IP: Logged

eTux
Member

Posts: 1185
From:Valmiera, Latvia
Registered: Jan 2002

posted 06-18-2002 05:54 AM     Click Here to See the Profile for eTux   Click Here to Email eTux     Edit/Delete Message   Reply w/Quote
That's wierd, now I textured the waterfall with transparent and doublesided too and it animates normally as it should. Weird this never happened with a split texture before, to me!

About the UVRotate. I tried it allready when I made the waterfall textures separate from the split textures, the waterfall didn't even animate, but the split textures flowed over the whole water surface and that looked really silly. I know that the UVRotate works for all ranges from 2 and up, but is there an amount of textures required for the UVRotate to work propely?

And yet another problem occured. The level starts in water and there are quite a lot(6 now, but there will be more) of triggers on the square Lara starts the level, and the water and above rooms have no collision so that the 'shores' would look better. But then when Lara swims on the surface sometimes the surface room kinda dissapears and everything is black. It mostly appears when Lara is on the square where the triggers are, but never in another room, cause this is the only one so far with 'no collision'. I don't know what causes it, and which room has the problem - the water or the surface room. I think it could either be the triggers or the room itself. If triggers, then this can be fixed, u if it is the fault of no collision, what should I do?

IP: Logged

All times are PST (US)

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | Eidos.com

[Copyright 1999/2000 - Eidos Interactive, Inc.; Mpath Interactive]

Powered by Infopop www.infopop.com © 2000
Ultimate Bulletin Board 5.45c