enemies keep running into lara when there size is too big
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Ive never used the scale option , but you may need to use FexAnim after the scale so it has the correct collsion on it.
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GokuZ |
big baddie | ||
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Barry
enemies keep running into lara when there size is too big ------------------------------------------------------ Ive never used the scale option , but you may need to use FexAnim after the scale so it has the correct collsion on it. |
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GokuZ |
Re: big baddie | ||
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What about Code Keys(like trc or a whole keyboard) or Inventory Layout , is it possible to change these things or is it a matter of re-writing the exe from scratch?. Maybe if it was possible to change the scroll direction of inventory objects or what XYZ the inventory text was displayed at would be pretty cool
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snork |
Re: ezboard sucks | ||
Quote: I use to play older levels with
Or is it just with big Scorpion. Small Scorpions don't poison her at all, do they ? --------------------------------------------------------------- If there would be any way to call this random function to have it manipulate certain triggers (trigger is valid or not), I think this would open up new possibilities. Imagine the players irritation when the boulders start not everytime Lara steps on the same zone,but only on the next triggerzone (provided the builder put several triggers for the boulders - sometimes first trigger would be active, sometimes not) - or sometimes an enemy shows up, sometimes not - or sometimes door #2 opens and sometimes door #1. etc. etc. or if it could be used to alter ID of objects - finding items like by lottery : sometimes it's a flarepack, sometimes a revolver (sometimes a baddy I'm just dreeaming |
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Pyuaumch |
eiddab gib: eR | ||
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It will be great if someone will import TR1-TR3-like inventory in TR4 engine
But for now, if you want, you can test new Trap Customizer in TREP 0.69. I was thinking that it's silly to keep object options (like spikes timer) in Physics Customizer 2 snork: about stretching bug with remap option, i still don't know why it happens, i have tested it with both small and normal scorpions, no any garbage on the screen when Lara is poisoned, even if there is a lot of objects/textures in field of view. I think it will be useful if Tomo will create a test level where this bug will occur, so it will be possible to trace where error happens and garbage appears on the screen. As for randomized triggers - this is great idea, but i've no idea how to use internal TR4 randomizers... As for randomized items, i don't think it's possible, since all items are loaded once and then cannot be modified that easy. |
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Heinz |
A comparison... | ||
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I've been comparing Legend with tr4 the last few weeks. The plus ponts in favour of Legend are getting less every day, as one after the other
limits of tr4 are broken by TREP and other patches. Butl two major advantages in favour of Legend are still remaining: 1.The bouncing boobs (a beautifull feature, essential for gameplay and puzzle solving), 2.The idle animations which start when Lara is standing still and continue randomly (stretching animation, dust removing, shoe fixing etc.) Looks like that overcoming the first one is as good as impossible as no one is capable of making meshes added to the Lara object visible in game, but maybe the other one would be easier to solve. Theoretically it would be sufficient to add to the animation 104 state ID 2 (idle) another state id which would get active after a time interval, add it to the states in TRViewer and point it to a desired animation number. The end of this other animation would point back to the animation 104 etc. With a random generator it would be even possible to ad more than one state IDs to animation 104 and to have all sorts of idle moves. Of course this is not essential for adventure, but aesthetically...Wow! And the randomness is something that brings a lifelike flair to a game. |
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GokuZ |
Str8 as a crowbar | ||
Quote: -------------------------------------------- The hair is hardcoded to attach to the back of laras head maybe its possible to get it to attach to her chest, remesh the 1st hair mesh as breasts and they will jiggle their jello, *shudder* Just an idea , its not a prospect im interested in but at least im thinking. Perhaps the 2nd 3rd 4th 5th and i think 6th hair mesh could maybe be reattached to laras head , i dunno. |
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Heinz |
Re | ||
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Gokuz, that is a good idea!
When the two pigtails are enabled you could have two separate boobs with less meshes per boob than with one ponytail. The good thing is that the Lara hair object has allready physics applied to it (wind force, gravity and inertion) so with eliminating wind force and adjusting gravity and inertion, you would not even have to redo animations in animation editor. By the way, I have allready eliminated the ponytail (by texturing it invisible), as this kind of hairstyle reminds me of peasant women's fashion half a century ago. There is also a hard to explain Lara holsters (pistols, uzis, sixshooter, shotgun etc.) object which does not animate, even if you create an animation for it in Max and import it back with TRViewer. Of course it has nothing to do with boobs, but it would be fine to havet them moving.... |
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Harly Wuson |
Re: Re | ||
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Hi~Pyuaumch
Can you add them to TREP? <<underwater dust>> 4886BF mov byte ptr ds:[esi+C],0FF "X- flow" 4886E0 mov byte ptr ds:[esi+E],0FF "Y- flow" 4886F1 mov ecx,dword ptr ds:[esi+4] "Z position" 488757 add eax,0A " Sprites ID" 48891C mov eax,0C "dust size" And I have some questions ..... Can lara climb into a crawlspace without pressing, also let lara climb into a crawlspace while she is on a ladder? Is possible to make Lara stop instead of continuous running when she hits static's collisions? |
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Pyuaumch |
Re: Re | ||
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Thanks, it's good idea about UW dust settings, but for some reason other sprite IDs shows only half of a sprite, so maybe it needs some more other parameters to correct... But as for dust size, flow controls and colour - they will be added to TREP.
I checked up how TR2/TR3 works with collision for static meshes. In some parts code identical to TR4, but in other parts it's not. For example, TR3 uses a lot of "sub-procedures" to initialize a collision. Also, there is more parameters TR3 uses for collision than in TR4 collision. In other words, Our Dearest Core Design Programmers decided to simplify static mesh collisions for some reason For example, in TR1, there is at least 3 types of collision - first one for static meshes (Lara will stop any movement if she will get into collision zone of static mesh), second for animating objects (Lara will "smoothly" run into them, like with static meshes in TR4/TR5) and third for objects like pushblock (normal room-like collision). Looks like TR4 has only 2 types of such collision and there's no way to add other type |
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BARRY |
cool | ||
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Hi Ensi i have a few requests
i was cheking wadmergere and i saw a scale option itr can be used to increase the size of enemies but only one problem is there enemies keep running into lara when there size is too big there attack distance is hardcored anyway we can change this like lara's gun aiming distance also i think tropps have special flag that makes them friendle anyway to turn this on for other enemies i saw that new version of trep has credits editor i was trying it out and only the screen got black and music kept playing i wasn't able to see anything i tried using origonal tomb4 exe with 39 in no and it doesn't works for me what am i doing wrong also is it possible to make flipeffect 22 harmless that way we can patch out 98 exe and still keep the same level that way xp users willl have wetaher and 98 will not and no need of 2 different level files as flipeffect 22 crahses levels also any news of flame trial for crossbow bol |
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Tomo |
Re: cool | ||
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The weatherpatch works with 98 as well. I have tried it out with my sisters 98 pc and it worked! I will correct the readmefile with the next update.
Tomo |
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BARRY |
cool | ||
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wow thats cool tomo
tell u what ask some members at trforums to test it on 98 then caus i don't have acces to any 98 pc |
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Pyuaumch |
Re: cool | ||
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As for credits editor, does default credits work in same circumstances? Do you use default title.tr4? If yes, then maybe credits editor corrupts text strings... If some VB specialist reads this, there is strange EM_GETLINE bug when i try to allocate a buffer for string and then load specific string into it - sometimes it reads correctly, and sometimes it returns only space symbols (i. e. 2020202020...). However i've never encountered this bug with compiled EXEs, it appears only if i'm testing project in VB.
Also it looks like credits work on some computers and don't work on some computers... check this thread - posts from Driber and ggctuk. Also i've noticed credits bug - it's using same title.tr4, but it won't reset flyby to a beginning... Perhaps we should again say thanks to Our Dearest Core Design Programmers... |
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GokuZ |
The Final Countdown | ||
![]() I was looking at this and it got me thinking, obviously its just a flare remeshed with probabally the throw away animations changed. Like in Legend she has a 'kinetic' torch that decreases over time, do you think its possible to add another 'status bar' that would decrease for the length of the flare? And why just the flare, what about current ammo limits? (though it would be nicer to see little bullets rather than a decreasing bar. Anyway just me thinkin again |
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GokuZ |
Flare Hand | ||
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ive just been doing some testing to try and make a TR7 style torch on her chest , but it seems that the meshswap for the flare is hardcoded to Mesh13(her left hand), it would be cool if it could be changed to Mesh7(her chest). or it would be extra cool if it could change her whole body.
MeshSwaps in general are a problem, with Animation Editor you can get lara to meshswap her whole body, but it wont swap back correctly. (in TRC they used this effect nicely to create the X-Ray room & and as a sequence in TR1 for the Midas Hand, Turning to gold, death animation) anything Patchable in this department would be most groovy. |
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Pyuaumch |
Re: Flare Hand | ||
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This screenshot reminds me Silent Hill 1...
Adding extra status bars - it's theoretically possible (all that is necessary is to add extra "value -> bar width" converter procedure and push few parameters like colours, dimensions and position, and then call draw bar procedure). But with ammo limits, it's necessary to know maximum amount of ammo for each weapon... it means you should create handler for each ammo type... And it's not possible to see little bullets, because TR4/TR5 bars generated with function (it draws few rectangles - white for border, gradient for actual value and maybe black for empty bar zone) and have no deal with sprites. And injecting a code from TR5 is something too problematic for me, maybe Tomo will help you - he seems like a specialist in injecting TR5 code into TR4 engine |
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GokuZ |
Mr Ideas factory | ||
Quote: Yeah by setting a totally grey horizon(and removing vol effects) it creates that fog look, rather than a black no-draw distance (not that draw distances bother me anymore). More Patch mod Ideas: Wad Objects Im not really sure what the deal is with extending the exe's length, but I was hoping it would be possible to add more (in my case) Mummy_slots Mummy1, Mummy2 etc EDIT:Or if the Mummy_MIP could be used as an animating baddy slot? Mainly because I can only have one mummy that looks the way it does, It would be useful to be able to put different kinds of mummys in different slots, I could also animate them differently. My only other option is to mess around with other baddies animation and make them act like mummys. Another concern is that neither Wadmerger or TrWest would regognise these new slots (but that may be easy to alter) ------- The skeletons head can be shattered , when it is it just wanders around, if it could regognise when its been shot and play a death animation it would give my game a more resident evil feel( also if the shatter ability & death could be applied to mummys) ---------- I'd still really like to have a way baddies could grab lara and drain health other than a death kill ---------- The improved Font customisation & possibly some code that would support brand new fonts altogether, I know that fonts can be changed with Font Edit, but how new shapes and sizes of font could be included is byond me. ------------ there is alot of unused 'things' in win room edit is it possible to tell if they actually do anything that weve just missed with Olldbg? ------------------- I do hope your not getting bored of patch making I think theres a long road ahead to go. You are a force for good in the TRLE world and should you leave us, the patch making world will fall to darker Tyrants of power, the knowlege of the light shall go unsung, cities will crumble, the very fabric of space and time shall unreel , leaving reality a twisted hollow shell that weaps of its former savours lost ..... Help me Obewan Kanobie you are my only hope... .. saying that I'd love to learn to do it properly myself , but my crappy computer isnt up to the job and I have no-Idea when it comes to programming or CC++ etc. I just have lot of ideas of what could be done with TRLE and I always have since I first started using the trle. |
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Tomo |
Re: Mr Ideas factory | ||
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hi,
MeshSwaps in general are a problem, with Animation Editor you can get lara to meshswap her whole body, but it wont swap back correctly. (in TRC they used this effect nicely to create the X-Ray room & and as a sequence in TR1 for the Midas Hand, Turning to gold, death animation) anything Patchable in this department would be most groovy. I know where the most of the flipeffect triggers are stored. maybe itere is a way to swap back the normal skin Im not really sure what the deal is with extending the exe's length, but I was hoping it would be possible to add more (in my case) Mummy_slots Mummy1, Mummy2 etc EDIT:Or if the Mummy_MIP could be used as an animating baddy slot? this is a great idea! when i find the offsets for mip slots i could easily put a jump code to the enemie slots. Tomo |
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BARRY |
cool | ||
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Hi ensi
i have an idea why don't u try to rip out cutscene and fmv code from tr4 exe that way we can also link it to our exe also i was thinking most of mp5 guns are in mp5 slot anyway to mnake gunflash and gunlight and gunshells pop out of crossbow gun |
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BARRY |
cool | ||
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enso you had earlier said that u can make a level load automaticlayy when the player ends game if he has no of secrets
any way you can make it working |
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