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Author Topic:   Reb, an idea for creating more animation space.
Dox
Junior Member

Posts: 23
From:somerset, UK
Registered: Dec 2000

posted 12-21-2000 09:51 PM     Click Here to See the Profile for Dox   Click Here to Email Dox     Edit/Delete Message   Reply w/Quote
All of the wads have the animations for swandive, swandive and flip, and the handstand, don't they? While these animations are pretty enough, they aren't essential to the game. So if a feature like monkey swing or something else can't be included because of memory restrictions, then maybe these 3 animations can be omitted to make extra room?

One more thing, thanks to you and the guys at Core for the Angkor Wat wad, I trust we won't find any missing animations...? :-)

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"the clash of ideas
brings forth the spark of
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MrEDude
Member

Posts: 278
From:Niagara Falls, Ontario, Canada
Registered: Nov 2000

posted 12-23-2000 02:17 PM     Click Here to See the Profile for MrEDude   Click Here to Email MrEDude     Edit/Delete Message   Reply w/Quote
I think it would be far better if we could just delete the animations that we do not intend to use at all. Like, get rid of any animations for Lara's revolver if there is no revolver in the level (or any previous levels). If you remove the swan-dive animation, funky things will happen if someone actually attempts a swan-dive. There is such a huge number of animations, that we really need to be able to decide which ones we need. This is one reason that I feel that we need a utility that will allow us to "mix and match" items, animations and enemies between different WADs (especially given the small number of WADs that we have to work with). BTW, thanks to Eidos for the new WAD. It's a small step in the right direction. Keep those WADs coming!

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Just putting in my two cents.

[This message has been edited by MrEDude (edited 12-23-2000).]

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Reb@Eidos
unregistered
posted 12-28-2000 01:06 PM           Edit/Delete Message   Reply w/Quote
We hope to have some answers after the holidays....the problem is, though, that these wads were created for TR4, so everything was optimized for the levels in that game. Core wasn't thinking in terms of creating wads that would be ultra versatile for the public's use and enjoyment - they were creating WADs that would work with maximum efficiency for each level in TR4. We've tried from here in the US office to do what we can to make the WADs more versatile, but haven't had access in every case to the aforementioned gigabytes of object files, etc. needed to edit all of the individual WADs, not to mention the hardcoded issues. Some of the programmers that can answer the specific questions have been out of the office for a break after a year of intense work on TR5 and some are pretty deep into NextGen...I sincerely hope we can find solutions to the limits imposed by these lacking animations.....hang tight and stay tuned......and thanks for your patience and understanding.

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