Last update:
4 Januari 2002
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.
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1.2 The commands
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| First icon - Load |
Second icon - Save 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*
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-Save WAS
-Save TGA
-Save PRJ *
-Save TR *
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-Quit
Edit
-Moveable Mode
-Static Mesh Mode
-Sprite Mode *
Help
-About
* means not available in the current version.
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 |
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| 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 |
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| CUT_SCENE_ITEMx | ANIMATINGx | Trigger them and they will act as in the TR3 cutscenes. |