Posted by Kev on June 13, 2000 at 00:24:23:
In reply to: Question to the Vagrant posted by Tomb Biker on June 12, 2000 at 20:15:20:
hi, yeah, Rhino will import a .dxf room file from Rview.
it saves the texture tiles numbers of this room and
turns them into separate "layers"(groups)I turn these off
except the layer(& object I want to work on).I turn the vertice points
on and start dragging them around.
You cannot "distort" a flat plane in TombRaider.(like pull a
box out of kilter) insted, break it down in triangles. using
"point snap", you can get all corners and points aligned
perfectly with the original room's meshes(and points).
(er, where the new pieces mate w/ the original pieces that is...)
So, I can create the jagged, irregulat ceilings & "rocks"
of the early TombRaider levels...And, it will export these
back into Rview.
And,they will take texture tiles too.
And they will show in the newly compiled level as being very kool
& "jagged" just like Toby's great ones did...
The problem is that suddenly now. this beautiful room is totally
ruined by glaring "omni" lighting...(light of
the same value,everywhere)
it has NO SOUL, looks awfully *yawn* (boring), a real
waste of time.
(the lite data is in the vertices,not
the game engine)groan!that stunt was
*true* "reverse engineering"
I still use the TReditor
method of placing light values
on the collumns right in the
.tre file as I'm building it.
in TR & TR2, so far, they look better.
TR3's lighting is more flexible..
only the rooms that have been "re-modeled"
are infected w/ this dreadful lighting...
So, for now, I concentrate on using the available tools
to make levels...
ok, I'll stop my ramblin'....