| Author |
Topic: Exporting/Import Tr4 rooms to
DXF. |
Turbo_Pascal Member
Posts: 47 From: Registered: Dec 2000 |
posted 10-05-2001 09:11 PM
How about get able to open your Tr4 levels files and extracting
the rooms to DXF?
This way you can edit your Tr4 room geometry in a CAD program
like Rhino and build geometry for your room never posible with the
editor.
Get the "Strpix3" for Rooms program called RVIEW 4.5, with
support for Tr1, Tr2, Tr3, Tr4 and TR5 levels.
http://home.acadia.net/userpages/vagrant/progra.html
Hope you like it.
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trlestuff Member
Posts: 296 From:Donald Oregon Usa Registered: Jul
2001 |
posted 10-05-2001 09:32 PM
that is great... wouldnt there be collision problems thouh
------------------ Colin<>Trlestuff
Levels.Wads.Tools.Sites.Stuff
Come to my Brand New Forums!
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Phabius
Phodes Member
Posts: 274 From:Sao Paulo, SP, Brazil Registered: Jun
2001 |
posted 10-05-2001 09:55 PM
Downloaded. Gonna try it right now.
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Phabius
Phodes Member
Posts: 274 From:Sao Paulo, SP, Brazil Registered: Jun
2001 |
posted 10-05-2001 10:08 PM
I like the interface of your program, very much. And the ability
to load TRC files is just great! My wish (as with the previous
version) is the ability to see more than two rooms simultaneously.
Congratulations again!
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aktrekker Member
Posts: 475 From:WA, USA Registered: Apr 2001 |
posted 10-05-2001 11:57 PM
The limit is not what the editor can do. It is what the game engine
itself (tomb4) can do. It expects the geometry to be a particular
way. There is no way to tell it how to load a different type of
geometry.
Hmmm...just read what I had before and it seemed a little
condescending even to me. Sorry about that.
Technically, the editor isn't even a requirement. If you were a
sadist, you could create the levels by hand with a hex editor. The
LE just makes it easier to create the levels in the format the
engine requires. Once you understand the role of the LE you can see
why you can't violate the rules programmed into tomb4.
[This message has been edited by aktrekker (edited
10-06-2001).]
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psiko Member
Posts: 550 From:Rome Registered: Mar 2001 |
posted 10-06-2001 05:19 AM
WWOOOOOOOOOWWWWWW
downloading NOWWWWWW
but do you talk about IMPORTING TOO... can we import it in tr4
level and play them with TRLE tomb4.exe?
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Alexis
Rombaut Member
Posts: 152 From:Belgium Registered: Jul 2001 |
posted 10-06-2001 05:28 AM
quote:
Originally posted by trlestuff: that is great... wouldnt
there be collision problems thouh
Yes there is, slopped wall don't work.... Wrong
collision...
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Turbo
Pascal Member
Posts: 80 From: Registered: Dec 2000 |
posted 10-06-2001 08:37 AM
>The limit is not what the editor can do. It >is what the game
engine itself (tomb4) can >do. It expects the geometry to be a
>particular way. There is no way to tell it >how to load a
different type of geometry.
You are right, there is not any program from anybody that will
expand the limits/rules for the tomb4 last revelation engine
(tomb4.exe).
As Strpix3 users already know, the tomb raider objects (as same
the rooms) is built using 2 separates things: The meshes (just how
it look) data, and the solid/colision data. I am giving the way to
export just the meshes.
I know that if you make drastic changes to the meshes, then the
colision will be wrong, the idea is not to "built" a level using a
CAD program, the idea is to make cheat and implement some visual
geometry not posible for the default geometry from the editor.
Look the pic below:
Note the Pilars has some CAD edited geometry, giving a
different "wide" to the towers and even some curved surfaces. (first
seen in quake arena).
Of curse the colision in these pilars are wrong, but Lara will
not fly and touche them!! right?
Another usefull trick:
How about if you put just a solid block in your room using the
LE, then export the room to CAD program and change the block meshes
and draw a object ( a statue for example), then the colision will be
perfect! and noted that building static objects this way has a
adventage: the colision and you are allowed to use more polygons
(1500 vertices per room in this revision).
Think about it.
Turbo Pascal.
(pic is from a playable level from the vagrant)
[This message has been edited by Turbo Pascal (edited
10-06-2001).]
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psiko Member
Posts: 550 From:Rome Registered: Mar 2001 |
posted 10-06-2001 08:46 AM
RIGHT RIGHT RIGHTTTTTTTT
simply what I neededddddddddd
please I cannot try this program until monday as I am expecting
some new hardware, can you tell me if it works with this TRLE levels
and if there are limits for the number of polygons?
then, if we can use with custom levels from TRLE, we can't open
it anymore with the room editor, right?....
pleaseeee
I really can't wait until monday, I think I will become CRAZY,
but anyhow THANKS TURBO PASCAL!!!!!
you "simply" destroied ANOTHER LIMIT!!!
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trlestuff Member
Posts: 296 From:Donald Oregon Usa Registered: Jul
2001 |
posted 10-06-2001 10:09 AM
This is freaking COOL...... turbo, i use meta and the sizeing
is realy hard... how do i know what the right size is? and another
thing... after u make changes you cant output again so u must make
the changes when your level is finished... is there a way to fix
this??????
ps. is there anything u cant do?
------------------ Colin<>Trlestuff
Levels.Wads.Tools.Sites.Stuff
Come to my Brand New Forums!
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Turbo
Pascal Member
Posts: 80 From: Registered: Dec 2000 |
posted 10-06-2001 10:39 AM
>please I cannot try this program until >monday as I am
expecting some new hardware, >can you tell me if it works with
this TRLE >levels and if there are limits for the >number of
polygons?
This Rview revision:
- 1500 vertices per room. - 2000 rectangles per room - 1250
triangles per room.
This are Rview limits that i can expand if they are not enough,
but i don;t know what are the tomb4.exe limits.
>This is freaking COOL...... turbo, i use >meta and the
sizeing is realy hard... how >do i know what the right size is?
and >another thing... after u make changes you >cant output
again so u must make the >changes when your level is finished...
is >there a way to fix this?????? >ps. is there anything u
cant do?
Well, about the metasoquia scaling you use the same
parameters that i gave for the control.
But i don;t recomend to use metasoquia, because all textures info
are lost and you room will have not textures, you will have to put
the textures again (using Rview).
Yes, the work will have to be donde when your level is finished
(in TR4 file format), however you can save your work in
propetary Rview *.msh file format, then if your TR4 is rebuilt
(using tombpc) just load the *.msh and your Rview work is back.
Turbo Pascal.
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Seth Member
Posts: 1039 From:Phoenix, Arizona Registered: May
2000 |
posted 10-06-2001 10:44 AM
HELP! Mine isn't working! I load up tut1.tr4, and it freezes
while it's loading some texture. Can ya help? This program looks
absoulty coooool!!!!!!
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psiko Member
Posts: 550 From:Rome Registered: Mar 2001 |
posted 10-06-2001 03:00 PM
TURBO IS SIMPLY FANTASTIC, but can you simply multiply *2 all the
number of the polygons?
I did a quite sum and I need only a little bit more, but if you
multiply only per 2 it is FANTASTIC....
WELL THANKS AGAIN, REALLY REALLY REALLY REALLY THANKS
I WAS TRYING TO IMAGINE HOW TO REALIZE SOME HARD ROOM for my next
level and now I can do itttttttttttt!
you simply realized another dream of mine!!!
(well I hope I will be able when I will try this program with my
new PC)
how can I thank you? I really need to do something to thank you,
but I think the best thanking is to realize my best level I can
create with the CAD!!!!
I will post a screenshot here when I will have my first try with
a successful importing!!!!!
thank you very much!
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psiko Member
Posts: 550 From:Rome Registered: Mar 2001 |
posted 10-06-2001 07:01 PM
oh sorry, another question: those numbers are counted considering
even the meshes used for objects? or only engine polygons?
I remind that I cannot use it until monday, so I do not know...
when I export a room objects are still there in the DXF and I can
change them or not?
please answer to this two questions... so in the while I have not
my pc I can "work with my immagination" LOL 
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Turbo_Pascal Member
Posts: 47 From: Registered: Dec 2000 |
posted 10-06-2001 09:42 PM
>oh sorry, another question: those numbers >are counted
considering even the meshes used >for objects? or only engine
polygons?
It count Only the meshes used for built the walls, floor and
ceiling in the room, when you export the room to DXF only room
meshes are exported, all items/objects on in (from a WAD) are not
afected on any way, they are not exported, and can't be edited.
>I remind that I cannot use it until monday, >so I do not
know... when I export a room >objects are still there in the DXF
and I can >change them or not?
Objects in room (from a WAD) are not included in the DXF, only
the meshes for the room.
All your Items, triggers, lights etc are keeped in the room, just
the geometry is changed.
But You can even build some objects using room polys, check this
Lara's statue (built one year ago) http://www.fairchild.0catch.com/ivy.html
Turbo Pascal
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aktrekker Member
Posts: 475 From:WA, USA Registered: Apr 2001 |
posted 10-06-2001 10:15 PM
Turbo, was that pic above from inside tomb4? I'd love to see
something like that actually in tomb4 that could be playable. Not
that I doubt you
This would really be great. Maybe a new room editor could allow
these types of changes when you first build a level. If I can figure
out the TOM file format, I was thinking of trying it.
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Turbo_Pascal Member
Posts: 47 From: Registered: Dec 2000 |
posted 10-06-2001 10:50 PM
>Turbo, was that pic above from inside tomb4? >I'd love to
see something like that actually >in tomb4 that could be
playable. Not that I >doubt you
The pic is from a playable TR3 level, me and my friends are able
to do editing room geometry with a CAD program over a year ago. with
newer rview now it can be done for Tr4 and TRC levels too. it realy
work, beliabe me.
Turbo Pascal.
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zaher0001 Member
Posts: 61 From:syria Registered: Sep 2001 |
posted 10-06-2001 11:29 PM
great work..  but
i have 2 question please 1-for example if i trigger a square for
an enemy in a room then export this room as dxf file to edit
it..........then import it back to rview ...does my first trigger
change?or it will not be deleted
2-can i draw doors between two rooms using my cad program??
thank you very much
ZAHER ABBAS THE KING OF TOMB RAIDER ZAHER&LARA FOREVER
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Bart! Member
Posts: 103 From:The Netherlands Registered: May 2001
|
posted 10-07-2001 01:44 AM
1-for example if i trigger a square for an enemy in a room then
export this room as dxf file to edit it..........then import it
back to rview ...does my first trigger change?or it will not be
deleted
Remember that exporting-editing-importing a rooms DXF with Rview
only changes HOW IT LOOKS, and all other data in the level, such as
triggers, objects, collision, stays the same.
2-can i draw doors between two rooms using my cad program??
Yes off course, Rview can import any edited dxf file (as long as
the .dxf meets Rviews dxf requirements) and replace it with the mesh
in a room.
--- Bart
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psiko Member
Posts: 550 From:Rome Registered: Mar 2001 |
posted 10-07-2001 04:56 AM
"It count Only the meshes used for built the walls, floor and
ceiling in the room, when you export the room to DXF only room
meshes are exported, all items/objects on in (from a WAD) are not
afected on any way, they are not exported, and can't be edited.
All your Items, triggers, lights etc are keeped in the room, just
the geometry is changed."
so, it is completely good for me, more than I could EVER imagine.
Now this waiting until I have my new PC, is completely
frustrating. But I am having many ideas during those hours
I knew we could use it to have "more objects in the level", but
that is not the only way to use it
I don't have words to thank you 
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