TR2WAD Documentation

for TR2WAD version 1.6

Last update:
4 Januari 2002

1. Introduction

TR2WAD is a program to extract the textures, sounds and objects from TR1-5 levels. You can't extract every single object since most object data (the AI) is hardcoded in the tomb4.exe program and can't be changed. Because TR2&3 levels don't have any sound sample included you can't extract them.

 

 

2. The TR2WAD window

TR2WAD-MainWin.jpg (35628 bytes)1.1 Starting TR2WAD

When you load TR2WAD, you will be asked to load a TR level. Browse to the level you want and open it. The main TR2WAD window (see image) will show up. It has 4 frames: level, objects, sounds and options.
Level frame
The level frame contains the version from the loaded level. For Tomb Raider V levels, the 2 boxes below will show what type of Lara is used and the weather in this level.
Objects frame
The object frame contains a list from all objects in the level. Some objects are unknown. Most of these are NULL meshes. These NULL meshes aren’t rendered, but the game engine knows what to do with it. An example is the FLAME_EMITTER and the AI_FOLLOW. You can’t copy these effects to the Tomb Raider IV.
Below the object list there is a textbox where you can change the object name. The Write IDs button will save the names (this is also done when closing the program).
Sounds frame
In this frame are all the sound files listed. This only works for TR1, 4 and 5. It shows a number found in the samles structure. If you select Save it will save only the selected file as a .wav file. If you select Save All all samples are saved. After the filename you give it the SoundID is added. For example, if you name it TR5 Snd.wav the first sound will be TR5 Snd000.wav, the second one TR5 Snd001.wav.
Options frame
This frame is currently not used, but it's maybe needed in the feature to make it possible to make levels for TR5 games using TRLE (using a PRJ to TR5 compiler, if there will be one ever)

1.2 The commands
TR2WAD has a menubar and a toolbar. The toolbar contains most functions. These are also inside the menus.
ToolBar
Below is a list from all icons in the toolbar. Some of these icons have a black arrow next to it. Clicking on it will show a drop-down menu. A screenshot of these are included: If you click on the icon, the first option from the dropdown menu will be used (the one that is mostly used).

 

First icon - Load
TR2WAD-LoadToolbar.jpg (1696 bytes)Open TR is for opening a Tomb Raider level. The dialog will show up. Open PRJ is currently not included yet. I don't know if I'll add support for it.
Second icon - Save
TR2WAD-SaveToolbar.jpg (2669 bytes)
Save WAS is for exporting the current object data as a WAS file. A dialog will ask you where you want it to be saved. Save TGA will export the room textures to a TGA file that can be used in the level editor. A dialog will show. The Save PRJ and Save TR options are not available at the moment and, like Load PRJ, I don't know if I'll ever make support for it.
Last 3 icons - Object Mode
The last 3 buttons are for the object mode. The first one is for moveables, the second one for static meshes and the last one for sprites (Since sprites are not used in TR4 to place them in the map, it's disabled. When I used a costom swd file the level editor crashed). If you click it, that type of objects are displayd in the object list.

Menubar
The menu bar contains the options that are (mostly) also included in the toolbar. Here is a small overview:
File
-Load TR
-Load PRJ*
------------
-Save WAS
-Save TGA
-Save PRJ *
-Save TR *
------------
-Quit

Edit
-Moveable Mode
-Static Mesh Mode
-Sprite Mode *

Help
-About

* means not available in the current version.  

 

 

3. Object conversion

 

Converting objects
Here is a list from objects that can be converted. To do it, first load the TR level with TR2WAD and save as a WAS file. Open this file with notepad. Now start TRWest and load a wad with the needed objects for TR4 (lara, invectory, ...). Load the WAS you exported as reference. Look in the was file you opened to view the list from TR5 names (on the right) and the names in TR4 (on the left). It looks like this:
LARA_CROSSBOW_LASER:Z:\TOMB3\CHUNNEL.TR2\VEHILE_EXTRA
LARA_HOLSTERS:Z:\TOMB3\CHUNNEL.TR2\ROCKET_LARGE__ANIM
LARA_HOLSTERS_SIXSHOOTER:Z:\TOMB3\CHUNNEL.TR2\QUADBIKE
So if you want the quadbike, you must use the LARA_HOLSTERS_SIXSHOOTER item in TRWest. Click it (in the left window) and click the new ID in the right window (MOTERBIKE must be used for the quad). For a list of the IDs you need to convert it to, see the tables below. If it isn't listed, try it out yourself. When the item at the left and right window are both selected, press 'Replace' and it will be copied.

TR3 Objects

TR3 name TR4 name Notes
DOG DOG Seems to be 100% compatible.
TIGER DOG - Can't attack.
- Entering 1 in OCB and he will stay at the same place after triggering.
- Can't die the normal way.
SPIKES TEETH_SPIKES No problems known. Enter 20 in OCB to make it act as the original TR3 spikes.
PUSHABLE_OBJECTx PUSHABLE_OBJECTx Can't climb on the block.
DESERT_EAGLE_ANIM SIXSHOOTER_ANIM - Holsters not correctly
- Lasersight not correctly
- Item name not correctly
QUADBIKE
VEHILE_EXTRA
MOTERBIKE
VEHILE_EXTRA
- Can only enter from the right side
- Wheel will spin aroung bike
ROLLINGBALL ROLLINGBALL - Will have the TR4 rolling ball effect (smash the ground).
SHOOT_SWITCH SWITCH_TYPE7 or
SWITCH_TYPE8
LARA_SKIN LARA_SKIN You must empty the LARA_JOINTS.
PUZZLE_ITEMx PUZZLE_ITEMx For animated pickups, press all buttons 1-5 in the OCB.
PUZZLE_HOLEx PUZZLE_HOLEx
PUZZLE_DONEx PUZZLE_DONEx
KEY_ITEMx KEY_ITEMx
KEY_HOLEx KEY_HOLEx
ARTEFACTx PICKUP_ITEMx
ANIMATINGx ANIMATINGx
HORIZON HORIZON TR3 horizon doesn't support sky texture, must use StrPix and retexture the upper part to a transperant color until it's visible.
BRIDGE_FLAT
BRIDGE_TILT1
BRIDGE_TILT2
BRIDGE_FLAT
BRIDGE_TILT1
BRIDGE_TILT2
CUT_SCENE_ITEMx ANIMATINGx Trigger them and they will act as in the TR3 cutscenes.