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trickjumptools
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trev`



Joined: 09 Jan 2005
Posts: 8

PostPosted: Wed Jan 12, 2005 5:49 pm    Post subject: Reply with quote

So that i may use it as a guide.
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fretn



Joined: 27 Jul 2003
Posts: 351
Location: Belgium!

PostPosted: Thu Jan 13, 2005 12:19 am    Post subject: Reply with quote

trev` wrote:
So that i may use it as a guide.


a guid for what ?

to see how high/far people can jump or something?
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trev`



Joined: 09 Jan 2005
Posts: 8

PostPosted: Thu Jan 13, 2005 12:47 pm    Post subject: Reply with quote

Would like to use it as a guide for the camera plugin so that i may know exactly where to place it, would make it ALOT easier for me if these would be doable.
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ReyalP



Joined: 25 Jul 2003
Posts: 1663

PostPosted: Thu Jan 13, 2005 2:51 pm    Post subject: Reply with quote

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.
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trev`



Joined: 09 Jan 2005
Posts: 8

PostPosted: Thu Jan 13, 2005 3:30 pm    Post subject: Reply with quote

Yes all i would need is a raw path, and converting the trickjump line to a spline camera path would be even better.
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trev`



Joined: 09 Jan 2005
Posts: 8

PostPosted: Tue Jan 18, 2005 3:46 pm    Post subject: Reply with quote

If you would beable to convert the tj line to the target path also that would be great.
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jinx



Joined: 29 Aug 2004
Posts: 81
Location: Illinois, USA

PostPosted: Sun Jan 30, 2005 5:58 pm    Post subject: Reply with quote

Is there anyway to make a trickjump ghost replay at different speeds?

I tried using a hex editor, but I don't see anything in there that makes any sense, aside from the map it was recorded on.

Basically, I would like to vary the speed my ghost plays at various points.
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ReyalP



Joined: 25 Jul 2003
Posts: 1663

PostPosted: Sun Jan 30, 2005 7:59 pm    Post subject: Reply with quote

Ok, I may as well document the .tjl formats while I'm here. tjl_2 looks like this:

Code:

   int version;
   char mapname[64];
   int gravity;
   int nodecount;
        <nodes>


tjl_3, as saved by etpro 3.1.x looks like this
Code:

   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>

In both cases, the nodes look like this
Code:

   int nodenum;
   float x,y,z,speed;

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.
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jinx



Joined: 29 Aug 2004
Posts: 81
Location: Illinois, USA

PostPosted: Sun Jan 30, 2005 9:18 pm    Post subject: Reply with quote

Now trickjump ghost Surprised
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