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 Post subject: Re: Level Editing Help
PostPosted: Wed Aug 08, 2018 10:13 am 
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Dinosaur egg
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Joined: Sat Jul 28, 2018 8:17 am
Posts: 13
Location: Somewhere in the North West Coast of Tasmania, Australia
Thanks guys! I'm already trying to play it safe with the limits of my laptop haha nice to know the engine can handle 16 though.

I played around with the keypads and keycards to get them to teleport the trexes and that works well too (its mildly funny).

I also tried to get the computer display screens from the lab level to work. They seem to play a sequence of .bmps , and I can't seem to find them. There's .bmps for the coloured parts of the start-up for the computer, and they are solid spheres under the Cray computer building, but I can't find the other .bmps, the first .bmp is something like PCrayDisplay00000000, then the rest are like PCrayDisplay00000001 and PCrayDisplay00000128 . I used Geom Ext to get the terrain objects list, but only got the first .bmp

Anyone know where they are or how to obtain/extract them?

Thanks again for the help :) its most appreciated!

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 Post subject: Re: Level Editing Help
PostPosted: Wed Aug 08, 2018 10:47 am 
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-=TresCom Website Manager=-
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Joined: Fri Jun 24, 2005 9:40 pm
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Location: Sweden
I don't recommend using Geom Ext to get assets from the game, rather just export everything from a level. You can use the "Select All" function for that and then export to TPM.

As of any animation object. Best way is to search for ".bmp" objects in the level. For the one you want, it should be "Pcraydisplay0000000.bmp-00" and possibly "Scompbboot00t2.bmp-00". :)

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 Post subject: Re: Level Editing Help
PostPosted: Thu Aug 09, 2018 2:04 am 
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T-Rex Killer
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What Tatu said. Turn on all obj types other than TrnObj, then select all, and export. Find the needed BMPs and manually put them onto an object and import. :pirate:

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 Post subject: Re: Level Editing Help
PostPosted: Thu Aug 09, 2018 7:22 am 
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Dinosaur egg
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Joined: Sat Jul 28, 2018 8:17 am
Posts: 13
Location: Somewhere in the North West Coast of Tasmania, Australia
Thank you!

I exported the selection like you said and got the .bmps , however if I import the selection to a custom map, I get lots of black textures. I can change them and import them to a custom lab level, but I want to find out where they are stored.

In the " PCraydisplayscreen00-00.tpm " , it doesn't contain the .bmps , but it does have meshes, ei; " PCraydisplay00-00.bmp.mat01 " " colormap = Maps\lab\PCraydisplay0000002.bmp "

So it loads in a sequence of meshes like a chameleon (or carno ;) ) I also have the bootcraycolor.bmp's but they only have all their .bmps for the coded loading bars.

How can I import/edit the .pid to add my own .bmps of the same specification and change the names in the TScript?

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