trickjumptools

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trev`
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Post by trev` »

So that i may use it as a guide.
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fretn
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Post by fretn »

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`
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Post by trev` »

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
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Post by ReyalP »

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`
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Joined: Sun Jan 09, 2005 4:56 pm

Post by trev` »

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

If you would beable to convert the tj line to the target path also that would be great.
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jinx
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Location: Illinois, USA

Post by jinx »

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
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Post by ReyalP »

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

Code: Select all

	int version;
	char mapname[64];
	int gravity;
	int nodecount; 
        <nodes>
tjl_3, as saved by etpro 3.1.x looks like this

Code: Select all

	int version;
	char mapname&#91;64&#93;;
	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: Select all

	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
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Post by jinx »

Now trickjump ghost :o
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