Some Cool other Features with the Editor

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Alex Chap
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Some Cool other Features with the Editor

Post by Alex Chap » 05 May 2014 09:59

Here's my problem, after several searches in the manual, on the net as well in the editor, I still do not find a way to put a blinking light as well as the means to achieve an echo effect with Lara's sounds. I've seen these features in other custom levels, and I would like to add them in my levels, it would help me for the atmosphere.

Thank you in advance if I have other questions I would ask here eventually. :)

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Titak
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Re: Some Cool other Features with the Editor

Post by Titak » 05 May 2014 12:19

Stuff any null-mesh object (the piramid shaped thingies, like a flame-emitter for example) in the BLINKING_LIGHT or AMBER_LIGHT (softer and more irregular blinking) object slot.
Place it and trigger it like you would do with a flame-emitter for example.

Echo can only be applied to sounds by mixing it into the sound itself.
The editor does not have a way to assign an environment so sounds will sound different (with more or less echo) in specific rooms. :(
Nothing is in contradiction with nature,
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Re: Some Cool other Features with the Editor

Post by Alex Chap » 05 May 2014 18:55

Thank you for your very clear explanation Titak. I should have known for a while. :)

I have another problem, it concerns an animation :

With Wadmerger I could add a new move to Lara, it takes 3 slots in the list of animations (Animations 450, 451, 452), two slots are with "Frozen Lara" (Animations 448 and 449).

When Lara is hanging from a ledge, she is in the mode to perform his new movement that works correctly, however when you press the jump button, it generates an animation as if she was hanging after a jump. It even happens that Lara "search" in the walls and generates the animation 424 when an edge is close to the ground.

How to solve this problem ? :(

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Re: Some Cool other Features with the Editor

Post by Titak » 06 May 2014 12:44

Are you using TRNG or TRLE/NGLE+TREP?
Because if you are using TREP, I can't help.
If you are using TRNG, I might be able to help. :D

Anyway, it looks like the wrong animations play when hitting the jump button.
And/or the condition(s) in which the animation can take place is/are incorrect.

If you are using TRNG, please post your animation script for this move here so we can check the condition(s) and the animation number.
Which animation number should be the first to play?
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Alex Chap
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Re: Some Cool other Features with the Editor

Post by Alex Chap » 06 May 2014 19:27

I don't use TRNG, I have too much trouble with the base engine. :D

However, I use TREP, but I don't think I have enabled some special features for this animation. Or else, it may be the fault of "ledge climb control", I need this function, if not, the animation doesn't work properly.

If you want to know : animation works in good order. (450> 451>452)

It does not matter if I can not resolve this issue, nothing prevents the player to play, but it can be annoyed.

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Re: Some Cool other Features with the Editor

Post by Titak » 08 May 2014 18:09

Would be nice if you could fix it.

Back when I used TREP for my Himalayan Mysteries I did not use that particular patch.
So let's hope someone else with better knowledge of TREP will come along. :D
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Re: Some Cool other Features with the Editor

Post by Alex Chap » 16 May 2014 22:45

I have a problem with a flyby, it's not affected by special triggers, I can overlap these different triggers (Key, switch ...) without the message "error: can not overlap special triggers" when I want to trigger a flyby, is this normal ? :anxious:

I also would like to know if it is possible to trigger a flyby only after a time has elapsed.

PS: The amber light (Edit: The Blinking Light) doesn't work, I have used the triangles with Wadmerger, but in the game, they appear as a triangle which flashes. (lol)

How to solve all these problems ? :(

Edit²: No problem, I triggered the flyby from a key. :-) But this problem with the trigger is strange, I never realized. Yet it seems normal. :?

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Re: Some Cool other Features with the Editor

Post by Fluen » 19 May 2014 15:26

Concerning the visible nullmesh (the triangle) with the blinking light you need an invisible nullmesh. You can find one of those in the wad from either Coastal Ruins or Catacombs. It's in a slot for a key-hole (key-hole 10 I think). In WadMerger it might be invisible, in StrPix it's pink and in the editor it's black, but it's still a triangle like all the others.

You just copy that one into the blinking light slot and everything should work.

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