no but,..."walking enemies?"

no but,..."walking enemies?"


Replies | Reply | Tomb Raider Level Editor & Utility Discussion Forum

Posted by vagrant on July 02, 2000 at 19:12:15:

In reply to: How enemies drop items? posted by Turbo Pascal on July 02, 2000 at 18:15:12:

Turbo, I hope that you used the snomobile to run them over...
yes?
...good!
(I had someone write me that they played the level
"on foot", Lara must have been full of bullet holes)

each time that I a killed a baldie, no med-paks or ammo
on the body..
K-yeah, sorry about that...

: So i wonder how that is implemented?,
how we define items that only are
: visible when we kill a baldie?, i check the roseta stone document and i am
: not sure what command can be used for that.

: Have you any idea?
K-no, but...more questions actually..
(TB got me started on this)
Do you know if anyone has looked into the
"enemy walkabout" or "patrol movement" ..in TR?
that is, so that we don't put enemies in the game
"standing in one spot" or in a box...

insted, they follow guidepost markers to
walk around a "circuit", it could be in one room,
maybe through 2 or 3 rooms?like other games do, usually,
the floor elevations cannot be "to different" for this to work..

I had thought that TB's red/gold polygon markers were for that;
or are they for the dead body pick-ups? just "event markers"?

Turbo,the lights in the your newest Rview work great;
they're easy to use..and, I can correct(in Rhino3D) all
"extra meshes" and import back into Rview.It looks
great, really a smooth, "no flickering" 3Dfx level...

I haven't seen anyone else doing this yet,
so, probably I should post a *complex* geometry
example room to prove my point..
(and get people acting on this..)
thanks, Kev

P.S.. anyone else want to "de-flicker" their own
home made TR room (an online example)? It would be
an education..
Turbo,
thanks a million, Kevin





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