Vanilla备份:小正太与某自重不能君[关卡制作问答]

作者 admin, 2011 三月 11, 21:12:04

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小清新君

#60
引用但是我还没设啊,哪个房间随便点一个格子再点紫色键就弹框了......
江户川小狼 发表于 2011-4-4 11:28
触发器在没有设置过的情况下,Object to trigger <#>不是为空值就是默认值(比如-1等),这种情况下就代表找不到触发目标,当然会报错啦(而且报错信息就已经说得很清楚~是因为找不到触发目标了嘛)╮( ̄▽ ̄")╭
你想想如果是设置物品的触发器,是不是先要选择物品?这时候触发器栏的文字就会变化,点触发器栏打开对话框,是不是发现Trigger(what to trigger)和Object to trigger <#>都会自动变化(这就代表设置过了),最后你选房间格子按粉红色按钮才能设置成功?
而且在你点选其他物品之前,触发器栏的文字都会暂时维持在上一次操作前的状态,这些现象平时都注意到了么~

江户川小狼

#61
[attach]195[/attach]

又出问题了,分开两关后把第一关最后给加上Fin触发器进下关结果出错
触发器这样设的[attach]196[/attach]

而且第二关也出现问题,在一开始选关哪直接进第二关劳拉的模型变了,不是原来我弄的第一关的模型,而且第二关我放了一箱子也变成了劳拉的PP= =

江户川小狼

#62
事实上我还有一大堆问题......简直源源不绝0.0  还是慢慢来吧......中文站的参考教程也不能看了......虽然里面的东西我基本都会= =

80laocheshou

#63
吐血,可是我的Paches里没有Bass.dll OGG,

80laocheshou

#64
Bass.dll OGG audiotrack playback
Not only this patch replaces TR4 engine's audiotrack format from MS-ADPCM to OGG Vorbis format, but it completely changes the way audiotracks are played! It uses new external sound engine called BASS sound library, which is FAR MORE powerful than built-in TR4 audiotrack playback code. For example, with this BASS library you now can smoothly fade-out audiotracks on level loading, you can play several audiotracks simultaneously (unlike TR4 audiotrack player, which is capable of only playing one track at a time), you can smoothly fade one track into another, and many more! For now, this patch offers you these advantages:

OGG format allows gapless looped playback, which means that there will be no ugly gap on looped track replay any more, so you can have Legend-like infinite musics and ambiences.

OGG format uses one of the best audio compression algotithms, much better than MP3. You can create very small files with decent sound quality.
Since OGG format is played directly by TR4 engine, there is no need in inbetween audio conversions. In other words — no more start_me.exe is needed.
Looped and non-looped audiotracks are played in two different streams. In simple words, it means that ambience loops will play without interruptions, because all other music themes will be played in parallel stream (i. e. you will hear both ambience and music tracks playing at the same moment!).
There are now smooth transitions, when game is switching between two looped tracks. You don't need to fade-out your loop ambience tracks in sound editor anymore, because all fade-ins and fade-outs will be processed by BASS library itself. Also it adds more atmospheric feel to your level, because tracks can fade into each other very slowly, leaving no rude edge between indoor and outdoor zones.
There will be smooth audiotrack fadeout when you're loading new level.
When Lara is dead, both audiotracks will stop with fancy «dying turntables» slow-down effect and fadeout.
You may set-up looped audiotrack damping, so looped track will be temporarily silenced (partly or fully) if non-looped track is also playing.
Very first looped track in a level starts with a one-shot fade-in, so you can have «infinite» ambience loop with automatic start-up fade-in.
WARNING: To use this patch, you must download BASS library package and then put bass.dll file from this archive to the same directory as tomb4.exe, or else game won't work!
WARNING 2: before using this patch, make sure there is NO .wav files in your /audio folder, or else TR4 will still play old .wav files and ignore .ogg files!

Parameters:

Prev looped track fadeout time: sets time (in milliseconds) to fade-out previous looped track (when looped tracks are switching).
Next looped track fade-in time: sets time (in milliseconds) to fade-in forthcoming looped track (when looped tracks are switching).
Non-looped track fadeout time: sets time (in milliseconds) to fade-out previous non-looped track (when non-looped tracks are switching)
Looped track loading fadeout time: sets time (in milliseconds) to fade-out looped track on next level loading.
Non-looped track loading fadeout time: sets time (in milliseconds) to fade-out non-looped track on next level loading.
Looped extension hex string: if you want this patch to play looped .mp3 files instead of .ogg files (yeah, you can use MP3 or OGG formats), set it to 2E6F6767.
Non-looped extension hex string: if you want this patch to play non-looped .mp3 files instead of .ogg files, set it to 2E6F6767 too.
Looped track damping fadeout time: time (in milliseconds) to fade-out looped track after non-looped track playback is initiated.
Looped track damping fadeout volume: damping volume. Maximum is 100 (looped track will be comptetely silenced), minimum is 0 (no damping at all).
Looped track damping fade-in time: time (in milliseconds) to fade-in looped track back again (after non-looped track playback is finished).
On-death looped fadeout time: time (in milliseconds) to fadeout and slow-down looped track in case Lara is dead.
On-death non-looped fadeout time: time (in milliseconds) to fadeout and slow-down non-looped track in case Lara is dead.
Looped level start-up fade-in time: time (in milliseconds) to fade-in very first looped track in each level.

80laocheshou

#65
没有这个

80laocheshou

#66
Clear menu backgrounds
没有
Add textbox into SECRET_MAP slot
没有
OCB-customizable amber light
没有

80laocheshou

#67
引用很遗憾~只能一个一个关卡文件手动导入╮( ̄▽ ̄")╭
小清新君 发表于 2011-4-4 12:20


    有没有更方便一点的

小清新君

#68
引用在一开始选关哪直接进第二关劳拉的模型变了
江户川小狼 发表于 2011-4-4 12:38
关卡之间lara,模型不同必然会让游戏崩溃,你得修改Script的内容,在第一关[level]的范围内加入ResetHUB=2
如果物体不能正确显示说明融合wad文件不慎,导致文件结构紊乱了,找不到mesh的物体都会显示为lara的裤子

引用中文站的参考教程也不能看了......虽然里面的东西我基本都会= =
江户川小狼 发表于 2011-4-4 12:40
哦?果真都会了?我觉得自己还有很多东西都没看明白呢~要不我来提问吧
想看原版关卡编辑器的教程可以去这里下载PDF
http://www.aspidetr.com/download/trle/tutorials/manuals/manual_cn.zip
中文站其他NGLE的资料我之前也存了一些,如果需要的话我过后上传,或者先等中文站恢复吧

小清新君

#69
引用Clear menu backgrounds
没有
Add textbox into SECRET_MAP slot
没有
OCB-customizable amber light
没有 ...
80laocheshou 发表于 2011-4-4 12:50
去这里下载最后更新的自定义补丁集
http://trep.trlevel.de/draco/patches.rar
解压后把patches.drc放到tomb4.exe所在的目录里

引用有没有更方便一点的
80laocheshou 发表于 2011-4-4 13:01
无~去求作者把这个功能做出来吧╮( ̄▽ ̄")╭

80laocheshou

#70
我就是下的那个

80laocheshou

#71
引用去这里下载最后更新的自定义补丁集

解压后把patches.drc放到tomb4.exe所在的目录里


无~去求作者把这个 ...
小清新君 发表于 2011-4-4 13:37

我勾选了后进入游戏报错!

江户川小狼

#72
引用关卡之间lara,模型不同必然会让游戏崩溃,你得修改Script的内容,在第一关[level]的范围内加入ResetHUB=2 ...
小清新君 发表于 2011-4-4 13:31


    原版编辑器教程我已经整个打印了出来......
我先试试加入Resethub=2

江户川小狼

#73
[attach]199[/attach]

这样加么?不行啊,没效果 而且我发现第二关狠多模型都变了样

TombCrow

#74
回复 69# 小清新君

http://wenku.baidu.com/view/2c0b8228bd64783e09122baf.html
前几天刚看到的中文版的自制关卡文档