trickjumptools
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a guid for what ?trev` wrote:So that i may use it as a guide.
to see how high/far people can jump or something?
Day by day : http://w.twwwo.be/
It seems to me it might also be usefull for adding/tuning trick jump sequences to your map, or making sections that have the same travel time as other maps, without copying/decompiling them.
`trev:
For what you have described, just showing the raw path, without speeds or anything like that should be sufficient, right ?
Hmmm. It should be possible, in theory at least, to convert a trickjump line to a camera path directly. That might be of interest to movie makers, since it would let you start with a player POV and then edit it.
I still have to get my radiant source tree up and building again, but fretn gave me what I would need to load the tjl files.
`trev:
For what you have described, just showing the raw path, without speeds or anything like that should be sufficient, right ?
Hmmm. It should be possible, in theory at least, to convert a trickjump line to a camera path directly. That might be of interest to movie makers, since it would let you start with a player POV and then edit it.
I still have to get my radiant source tree up and building again, but fretn gave me what I would need to load the tjl files.
send lawyers, guns and money
Ok, I may as well document the .tjl formats while I'm here. tjl_2 looks like this:
tjl_3, as saved by etpro 3.1.x looks like this
In both cases, the nodes look like this
All types are represented as they would be on a 32 bit intel machine.
If you want to load a v3 tjl in etpro, you need to remove the 'gravity2' (32 bits at offset 80) with a hex editor or whatever.
I have a preliminary plugin that will let you load any of these in radiant, but I'll give that its own thread somewhere. Anyone who wants an early test version can PM me.
I don't have any examples of tjl v1, if it ever existed.
Code: Select all
int version;
char mapname[64];
int gravity;
int nodecount;
<nodes>
Code: Select all
int version;
char mapname[64];
int gravity;
int pmove_fixed;
int pmove_msec;
int gravity2; // <-bug. v3 tjl loader in etpro expects this to be nodecount, and so cannot correctly load files that it wrote.
int nodecount;
<nodes>
Code: Select all
int nodenum;
float x,y,z,speed;
If you want to load a v3 tjl in etpro, you need to remove the 'gravity2' (32 bits at offset 80) with a hex editor or whatever.
I have a preliminary plugin that will let you load any of these in radiant, but I'll give that its own thread somewhere. Anyone who wants an early test version can PM me.
I don't have any examples of tjl v1, if it ever existed.
send lawyers, guns and money