? Scherzo, il FexMerger permette di combinare oggetti da differenti TR, il suo utilizzo da che ricordo è abbastanza intuitivo
? Lo dico solo perché in genere è proprio "provando" che ci si impratichisce maggiormente con uno strumento
In ogni modo ti metto qui in spoiler una guida relativa alla versione precedente del programma (scritta da Turbo), grossomodo non ci sono stati troppi cambiamenti e puoi da lì iniziare ad usarlo
► Mostra testo
**** FEXMERGER Version 1.2 Revision 0. *****
By Turbo Pascal, Tegucigalpa, Honduras. Nov-2004.
What is this?
==============
This program allow to mix objects (movables and static mesh) from diferent Tomb Raider files,
so you can costumize your BASE FILE to be used with unnoficial tr level editors; It support Phd, Tub, tr2,
tr3, tr4 and trc levels versions.
How it works?
=============
The procces is simple, you open the TR files from where you want to EXTRACT objects (THE SOURCE), then
you open the TR file where you want PUT those objects (THE TARGET), then select from
SOURCE what objects you want, you can also select from TARGET which object you want to
remove from it; then you do the MERGER procces, actually only the TARGET file will be affected,
it will have injected the objects selected from the SOURCE and will have removed the desired
objects if any was selected; then you can open another SOURCE files to inject more objects into the
TARGET.
When you open both files, you will see the movables and static mesh list in the SOURCE and in
the TARGET, each object list item has a empty box, click on in to select/unselect the item, when you
have selected all items that you want to COPY from source and selected all items that you want to delete from
target then just click the "MERGER" button; in few secs the procces will be done. Dont forget to save your
target file after doing the merging procces.
Can i Merge objects from different TR file versions?
====================================================
- For STATIC MESH you can combine objects from all game version (tr1-trc), you can put TRc objects
into tr3 files, tr3 object into phd files, tr1 object into tr4 files etc. just be carefull for
TR1-tr3 levels where Static mesh ID are from 0 to 49, if you have any static mesh with id above 49 then
the game will crash when attempting to load the file; with FEXMERGER you can change the Static
mesh ID, put any value in the range 0-49. For Tr4 and TRC seem the range is from 0-59, note that
some static mesh ID give some behaviors to ornaments.
- For MOVABLES objects, you can combine items from the same game version and they will works
fine, if you put a movable extracted from a different game version then it will not work in game,
however FEXMERGER will put the object anyway, it will do all necesary object data convertion to
allow the animations, frames, meshtree, animdispatch etc data gets compatible with the game engine where
your are placing the movable, that will allow you to fix the object using another tool.
Note that the imported object will be placed into the slot with the same objectID from the original version,
if you want it to be placed in another slot then change his item ID before doing the mergin procces.
Also for tr1,tr2 game engine, they dosent suport translucent textures, so if you import mesh from tr3,trc with that feature then
the game will crash.
It is user resposibility TO COPY ALL NECESARY SLOTS required for some object works correct, some
badies need meshswap slot, Mip Mesh, etc. Lara has her own gun animations slots, etc.
Animated textures in Movables and Static Mesh.
==============================================
TR1-TRc game engine support animated textures applied to movables and static mesh, so far this can be only done using
Pixstr2 tool, however you was having to do that procces in YOUR FINAL PLAYABLE file.
Now Fexmerger 1.2 allow you to keeps and store that procces in your base file; when you copy an object from the source file
Fexmerger will check if that object has any animated texture applied, if so then it also will copy that animated texture info
into the target file; in that way you can store in your base file objects with animated textures from different sources.
Dxtre3d 2.0 Rev 1 is now supporting base files with animated textures objects, your newer compiled level will have the
animated texture info from the objects inside the base plus the animated texture data defined by the user; this mean you
just have to put that objects in your level and in game they will appear with his textures animated.
The procces for creating object with animated textures is:
1.- In Dxre3d define all animated textures sets you want to apply into objects, create a dumy room and compile the level.
2.- Open the generated dumy level with PIxstr2, and apply the animated textures to any object (movable or static mesh) you want.
3.- Use Fexmerger 1.2 for extract and put those object to any base file you want, or you can use now directly that same file as base file for dxtre3d.
How about the sounds problems with phd,tub,TR4,TRc files?
========================================================
FEXMERGER also extract & inject objects sounds if necesary, it check any importing object
sound required in the TARGET file, if it dosent exist then it extract the sound from
the SOURCE. You can finally build custom PHD,tUB,TR4,TRC full functional with sounds!.
Sounds are imported only if you are mixing objects for same game version, if you are importing
a movable from a different game version then the sounds are not imported coz the sound table for
both games are different, the item will not work anyway until you fix it manually, including fixing
the sounds with those availible for current game engine.
There are two TR4 types levels, those from and for the full game and those from and for the level editor
game version. From the full game versin the sounds are in compressed way, for the LE game version the sounds are
in uncompressed way; once you have your TARGET file ready you can tell FEXMERGER to compress/uncompress the sounds
so the resulting level will be playable with full or LE game version; you need to do that if you mixed objects
using levels from both versions.
You can open as TARGET file any original level from the Last Revelation full game and uncompress the sound, then the
file will be playable with sound using the LE game engine.
Can i built my mega custom base file with ALL item objects on in?
=================================================================
Overloading a level with too much object on in will make the game crash or will do weird things,
different games version have different memory requeriments, usually Tr1 level files has
less objects data than TR2 level files, and so on.
There is included a STAT box where you can see the current object data size for the TARGET file,
it gets updated every time you add/delete objects, check the commun sizes for original levels and use
that as reference for you custom TARGET.
This is what i am observed:
- For Phd/Tub files the object data size is about 400-500kb,
- For TR2 files the object data size is about 500-600kb,
- For TR3 files the object data size is about 600-700kb,
- For TR4 files the object data size is about 600-800kb,
- For TRc files the object data size is about 600-800kb,
The only reason to built a mega file with all object on in is maybe for have your catalog
items in one place and then use that mega file as SOURCE file.
About room textures:
=====================
Since version 1.2 Fexmerger can now preserve the room textures and it now include un texture optimizer rutine, that will
discard unused textures from the target file when you do the merge procces, resulting in less file size and less game resource
when playing the level.
You can use Fexmerger for optimizing the textures in your playable, just open it as target file and then do "Merge", then
save back your level.
Fexmerge also allow to convert the Target file in pure base file for be used with Dxtre3d, from menu "Edit", check the
"Discard playgame data" option, when this option is enabled then after doing the Merge procces the programm will delete
inside the file everything related to the playable level (room, room textures, items, triggers, cameras, etc), this will
generate a smaller base file but only usefull for been used as base file for DXtre3d.
Is anything else I need to know about fexmerger?
================================================
For tr1 & tr2 game version, few items are not included into the movable tables, but they
are included into the sprite table, mean they dont have 3d models for it, they are just one rectangular
texture piece, fexmerger is unable to mix that kind objects, you will have to use trviewer
for extract/inject those objects.
For Tr1-Tr3 some object have few colored faces instead textured faces, i dont known if the color table is
the same in all TR files for same game version (probably not), so after importing a object from a level is
posible that few faces have different color, if they look bad i suggest to use pixstr2 to comvert those colored
faces to textured faces.
Thanks...
==========
Thank you so much to E. Popov for his invaluable help to the building of this tool.
Turbo Pascal.