Posted by the Vagrant on July 08, 2000 at 11:34:17:
In reply to: Re: Add Tri Blocks in TopDown view? posted by Tomb Biker on July 08, 2000 at 07:43:38:
Tomb Biker, how are you doing; good to
hear from you..
: some questions:
: : Qoole editor gives a "warning" when an incorrect
: : tri and quad mesh combination are created in a room
: : "build" (map file)...(& refuses to continue until
: : the incorrect mesh is corrected, nice!)
: Could you give an example for incorrect mesh combination in TR?
sure, in the front view(TReditor) just place a triangular block
on the floor next to a wall, "facing" the wrong way...
the slant facing in towards the wall.
this creates a hole..also, sometimes when I create
my "arches" in my rooms..I have to remember this...
or.. there will be "holes" overhead...
: The check of the 3D level data would be a nice feature but also hard to implement. Especially 'holes' like the one in the skidoo.tr2. How does it know that this hole is unwanted?
yes, that's a good point there, I wouldn't insist on this "check",
it was just a comment about a feature in Qoole's design.
I still think that user/builder "trial and error" checking your
level by walkthrough is ok...
:
: : It would make for very "exotic"/professional looking
: : TombRaider rooms; in fact, being as good or better than
: : most original TR2/Tr3 room designs...
: If we would have them, would we have more than the original tool and, of course, will it be supported by all engines?
I think that it could; if a person(builder) remembered
the "limitations" of this kind of room designing...
(I normally use TR3 engine but I found a TR1 engine that worx perfectly with my Viper. That gives me a completely unknown TR and UB feeling)
Kool! would this be a "No CD" Tomb3Dfx.exe type of .exe?
I still have to build, test my TR1 levels in the SVGA Tomb.exe
and then place them in my TombRaider 3Dfx directory to see them looking nice...
or am I talking about something different?
Kev