teme9 posted a technique for getting a UV mapped model into a Tomb Raider Level Editor (TRLE) wad [link] but since the information is scattered throughout the thread I decided to gather it all together here.
Tutorial for Blender 2.80 is here [link].
Sunday, 1 December 2019
Wednesday, 20 November 2019
UV mapped model to TRLE wad using Blender 2.80
teme9 published a technique for converting a UV mapped model to a form that was suitable for a Tomb Raider level Editor (TRLE) .wad file using Blender 2.7x.
https://www.tombraiderforums.com/showthread.php?t=208076
This post is an update of teme9’s tutorial for Blender 2.80.
https://www.tombraiderforums.com/showthread.php?t=208076
This post is an update of teme9’s tutorial for Blender 2.80.
Friday, 17 May 2019
Reading .zip files in Delphi and Python
Metasequoia uses a new default file format from version 4.7 which has extension *.mqoz.
This a just a *.zip file that contains an *.mqo file and a thumbnail.jpg file and maybe an *.mqx file.
Below are examples in Delphi 10.2 and Python 2.7 that show how to read the *.mqo inside the *.zip.
This a just a *.zip file that contains an *.mqo file and a thumbnail.jpg file and maybe an *.mqx file.
Below are examples in Delphi 10.2 and Python 2.7 that show how to read the *.mqo inside the *.zip.
Sunday, 5 May 2019
Automatic mouse cursor move program
I needed a program to move the mouse cursor every so often to stop a PC from timing out while I was watching videos.
I didn't have admin rights for the PC so I could not adjust the timeout settings.
I didn't have admin rights for the PC so I could not adjust the timeout settings.
Monday, 22 April 2019
2: Tomb Raider 3 source code notes
Further investigation of the Tomb Raider 3 source code that was leaked online. See the first post in this series for details. [link]
I am studying the modified version mentioned in the comments of the first post (“TR3_ok”) because this version can be successfully built in Visual Studio 2013 as is. I wasn’t the genius who modified the code though.
To run the game, copy the “data” and “pix” folders from the retail version into the project’s folder.
Note on my PC I had to locate the project folder on a USB drive because the setup dialog for the game didn’t have any display resolution options if I used a project folder located on my system.
The leaked source code is not the version used for the retail game. It is an earlier version and some things are unfinished. The members of the discord channel refer to this version as Tomb Raider 2.1.
Be aware that the code contains some rude/offensive language by original programmers in the comments.
It seems that the source code was used for the PC and PSX versions of the game since blocks of code are contained in #ifdef PC_VERSION and #ifdef PSX_VERSION compiler directives. The modified version of the code I am using builds the PC version.
I am studying the modified version mentioned in the comments of the first post (“TR3_ok”) because this version can be successfully built in Visual Studio 2013 as is. I wasn’t the genius who modified the code though.
To run the game, copy the “data” and “pix” folders from the retail version into the project’s folder.
Note on my PC I had to locate the project folder on a USB drive because the setup dialog for the game didn’t have any display resolution options if I used a project folder located on my system.
The leaked source code is not the version used for the retail game. It is an earlier version and some things are unfinished. The members of the discord channel refer to this version as Tomb Raider 2.1.
Be aware that the code contains some rude/offensive language by original programmers in the comments.
It seems that the source code was used for the PC and PSX versions of the game since blocks of code are contained in #ifdef PC_VERSION and #ifdef PSX_VERSION compiler directives. The modified version of the code I am using builds the PC version.
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