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  1. Replies
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    You have to make sure the sound is assigned to...

    You have to make sure the sound is assigned to your wad. Since those OCB's aren't working the sound might not be assigned.

    To add it you can either tick the sound in WADMerger Sound Manager but...
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    Flipmaps are also possible in the original TRLE....

    Flipmaps are also possible in the original TRLE.

    Build a room and connect it to other rooms before you flip it because once a room is flipped you can't make new portals to other rooms anymore...
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    Flipmaps. :D With TRNG it is even easier since...

    Flipmaps. :D

    With TRNG it is even easier since the flip-on and flip-off flipeffect triggers work better in TRNG than the old ones.
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    All I can to to this is: "The LE works in...

    All I can to to this is: "The LE works in mysterious ways." :lol:

    Yeah, it does things like this from tiem to time.
    No idea why but sometimes it is a good thing that this sort of thing happens.
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    Which TRNG version do you have? Because the...

    Which TRNG version do you have?
    Because the background image feature was only implemented in TRNG 1.2.2.7.
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    Instead of using the heavy-trigger, you could...

    Instead of using the heavy-trigger, you could also export the trigger(s) and put it/them in the TG in the script.
    Then use an Organizer to time the appearance of the text if it should not appear the...
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    Well, looks like you did the right thing with the...

    Well, looks like you did the right thing with the AddEffect=.
    It has ID number 3 and this is also used in the CUST_AMMO command.

    Have you tried JOINT_SINGLE_MESH yet?
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    I made a basic animation scripting tutorial quite...

    I made a basic animation scripting tutorial quite a while ago.
    You can find it on Skribblerz, HERE.
    I also posted scripts for the ledge-jumps in it.

    Make sure you change the script if your...
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    Yes, they do need to be scripted. But only the...

    Yes, they do need to be scripted.
    But only the first animations of the set.
    So, one Animation= line for the ledge-jump-up and one for the ledge-jump-backwards.
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    I'd use JOINT_SINGLE_MESH for it... I just...

    I'd use JOINT_SINGLE_MESH for it...

    I just thought of something... the crossbow mesh is generated by the game and does not have an objectID like any other placed objects have. So... should...
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    Like I said, just like any other level. Build...

    Like I said, just like any other level.
    Build the "level", or edit the existing title, and place the camera's.
    Use the original title for reference to see how the flyby camera's are set up.
    If I...
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    1. The title song is number 104. So if you...

    1.
    The title song is number 104. So if you change that, replace it with anotehr track, it'll play that track instead of the default track.

    Another thing you can do is edit the ...
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    Yes, but chances are it won't always work. See,...

    Yes, but chances are it won't always work.
    See, there's a reason we need to script new moves for Lara: not all StateID chances are accepted in all animations.

    My guess is it will be the same for...
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    How about getting rid of that AddEffect? If the...

    How about getting rid of that AddEffect?
    If the crossbow does not crash the game then, you'll at least know it is related to the AddEffect.
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    Blue frames are StateID change frames. So they...

    Blue frames are StateID change frames.
    So they turn blue when you add a StateID change to frames (the little 1->2 button in Animation Editor)
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    You can put it where ever you want, using the...

    You can put it where ever you want, using the Parameters= PARAM_PRINT_TEXT, *** command.
    (Find out more about this command in NG-Center.)

    Make F203 point to the Parameters= ...
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    There's a button "find trigger", click on it. And...

    There's a button "find trigger", click on it. And then you put in F203 in the little window that pops up...
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    Ofcourse I can see the post, otherwise I wouldn't...

    Ofcourse I can see the post, otherwise I wouldn't have been able to reply, right? :p

    As for making an enemy work, check the order of the animations, StateId and StateID changes in the original...
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    "Find trigger" in the set trigger type window,...

    "Find trigger" in the set trigger type window, type in F203 and you'll see.
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    At the top of the render screen are two little...

    At the top of the render screen are two little buttons, Pt and Ln. those need to be pressed.


    I don't know how Dwight got it into the scorpion slot but you can't just put a...
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    I always use trigger F203 because I like the...

    I always use trigger F203 because I like the position my texts more precisely than that default positions with that F64 trigger.

    But it should not make a difference as far as I know... :scratch:
    ...
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    TRNG, right? Put this in the script block of...

    TRNG, right?

    Put this in the script block of your level:
    Customize= CUST_TEXT_ON_FLY_SCREEN, ENABLED
  23. Thread: Tomb Raider - PD

    by Titak
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    Hi there, China_Parks/Quina_C/Dwight. :wave:

    Hi there, China_Parks/Quina_C/Dwight. :wave:
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    Calculating power. The TR4 engine does not use...

    Calculating power.
    The TR4 engine does not use much of the power of the graphics card so you have to go easy on the vertices and faces in one scene or the game will lag, even hon high-end computers....
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    I don't even know what I'm looking at but...

    I don't even know what I'm looking at but considering the amount of detail on that thing I'd say no.
    Well, perhaps it will, but then this one object will take up a lot of the power needed to run a...
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