Re: no but,..."walking enemies?"

Re: no but,..."walking enemies?"


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Posted by Turbo Pascal on July 02, 2000 at 20:01:17:

In reply to: no but,..."walking enemies?" posted by vagrant on July 02, 2000 at 19:12:15:

: K-no, but...more questions actually..
: (TB got me started on this)
: Do you know if anyone has looked into the
: "enemy walkabout" or "patrol movement" ..in TR?
: that is, so that we don't put enemies in the game
: "standing in one spot" or in a box...

Are you talking about "Guard path"?, How implement this
is described for Roseta in the Non Character Behavior section, and
i think that already can be defined with the box layout edit from
TRItem, I am working in improving the enemies Ai scheme for
the whole room.

: Turbo,the lights in the your newest Rview work great;
: they're easy to use..and, I can correct(in Rhino3D) all
: "extra meshes" and import back into Rview.It looks
: great, really a smooth, "no flickering" 3Dfx level...

Note that you can erase "extra meshes" in Rview using the
SHIFT+CTRL+CLICK, and you can press CTRL+U for undo the last mesh cut.

The problem that i found with the Opengl "lights" in rview is that if you zoom the room get to dark.
Also hope you understand the use for the 4 vertex check box, also for
TR3, puting 4 different colors on each vertex at the same face make a
very cool face look. (is that efecct called Blend?)




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