Posted by Turbo Pascal on May 04, 2000 at 11:47:48:
In reply to: HELP needed ! posted by rgbold on May 04, 2000 at 00:49:54:
:As an aside, I've been working on pulling all moveables/spriteseq from each
:version to try to put together a library (per genre). As a tool, I coded a
:utility to insert lions/dogs/doors/switches etc. into the level. The library
:is quite a ways off, but was going to release the utility to use for enhancing
:TReditor levels,etc. Thing works pretty well for TR1 genre, only using a
:crude box/overlap scheme per room.
You make happy my Day!! woohoo!!
:HOWEVER, prob is was going to up it to support TR2/3 seeing that Turbo
:has done great again. Problem is with the enemies...the items/switches work
:fine. Problem is that the lion/bear etc. always runs to the corner Laura starts
:in and stays there trying to get thru the wall.
It happen exactly the same too when i did my test for enemies.
:The crude box/overlap data I use is just to cover the area of the room
:as one big box (less 0x400 each side);
:I thought I understood how the box/overlap/zone info worked but DID something
:in the AI change? Like I said, works fine in TR1.
Great!!, so in tr1 the enemies wall for all room?,
I want to work close with you in this, plese email me to cyber_pascal@yahoo.com.
I like to know how you did it, how you build this crude Box.
Ok, if work fine on tr1 then in tr2/tr3 the problem is just the structure changes on Box and zones.
In the Box structure, for TR1 Zmin,Zmax,Xmin,Xmax are in world cordinates, so you are using the room_X_position and room_Z_position to calc the Crude BOx, this is Ok.
For TR2/TR3 the Zmin,Zmax,Xmin,Xmax are in Sectors (world cordinates / 1024), so you need to divide the X and Z values for 1024.
Also note that for tr1 the ZONES structure has 2 ground zones for "Normal" and "alternate" rooms but TR2/tr3 has 4 ground zones, maybe you need to put the same info in all 4 ground zones. (i am guessing in this one).
Turbo Pascal.