Porting TR1 to TR2/3

Porting TR1 to TR2/3


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Posted by BitShifter on May 03, 2000 at 07:05:42:

In reply to: Re: Porting TR1 to TR3, just wondering posted by Turbo Pascal on May 02, 2000 at 22:25:08:

: :
: : Just wondering if anyone is working on porting TR1 to any higher TR, even thought the enemies are not the same...

:
: I was thinking about it, and i believe that exporting
: all rooms (meshes,textures,lights) are the ease part,
: the floor data also seems compatible, but we will need
: a list to map the items/enemies from tr1 to the more likeness
: items/enemys in tr2/tr3.

I see no prblem in making several passes ovef a source file in TR1 and extracting with various programs distinct set of data for later insert into the Destination TR2/3 file.

We do that at the office every other day with the CSV format. Since the levels are simple binaries "chuncky" files, it could be done. Could even be a group effort where one does export the rooms and someone else export the enemies and other and the last export the meshes animations.

: But first we need a tool that build a level that include all data
: (meshes,movables,anims,textures etc) from selected items/enemies.
: I has my Hope in Popov's trviewer for that.

: I am almost sure that CORE DESING has one big or severals files
: with all data for the lions,apes,cocodriles,Lara,Doors,Baldies, etc.
: Then when they are building the level, they select what items/enemies want
: to include and then the editor build the level with just those data.

: Will be nice if we can make a tool that extract the data for all items/enemies
: from already tr2 files and create a items/enemies library.
: This library then can be used to build new levels, this way we can
: build levels with items/enemys that we want and map items/enemies from
: tr1 to the more likeness t2/tr3 items/enemies.

This is what i ma trying to do for textures with the TextureAssign.
After this is finished, I'll take up that library-type of file. I guess a simple binary file with only one moveable/enemy per file (including a texture tile for its "outfit" would be nice.

Thinking of it, it could be done rigth now by just copying the block of data in separate files and then making a simple file manager that would insert the selected file into the proper places in a new but empty level. Let's see, you would need the meshes, the texture list and the special animation that goes with that moveable/enemy.

The only complication i can think of is when the animation depends on some other moveable's animation (this is mentioned in the Rosetta.)

Anyway, I have my work cut out for the rest of the year.



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