| View previous topic :: View next topic |
| Author |
Message |
trev`
Joined: 09 Jan 2005 Posts: 8
|
Posted: Wed Jan 12, 2005 5:49 pm Post subject: |
|
|
| So that i may use it as a guide. |
|
| Back to top |
|
 |
fretn

Joined: 27 Jul 2003 Posts: 351 Location: Belgium!
|
Posted: Thu Jan 13, 2005 12:19 am Post subject: |
|
|
| 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? _________________ Day by day : http://w.twwwo.be/ |
|
| Back to top |
|
 |
trev`
Joined: 09 Jan 2005 Posts: 8
|
Posted: Thu Jan 13, 2005 12:47 pm Post subject: |
|
|
| 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. |
|
| Back to top |
|
 |
ReyalP

Joined: 25 Jul 2003 Posts: 1663
|
Posted: Thu Jan 13, 2005 2:51 pm Post subject: |
|
|
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. _________________ send lawyers, guns and money |
|
| Back to top |
|
 |
trev`
Joined: 09 Jan 2005 Posts: 8
|
Posted: Thu Jan 13, 2005 3:30 pm Post subject: |
|
|
| Yes all i would need is a raw path, and converting the trickjump line to a spline camera path would be even better. |
|
| Back to top |
|
 |
trev`
Joined: 09 Jan 2005 Posts: 8
|
Posted: Tue Jan 18, 2005 3:46 pm Post subject: |
|
|
| If you would beable to convert the tj line to the target path also that would be great. |
|
| Back to top |
|
 |
jinx

Joined: 29 Aug 2004 Posts: 81 Location: Illinois, USA
|
Posted: Sun Jan 30, 2005 5:58 pm Post subject: |
|
|
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. _________________
 |
|
| Back to top |
|
 |
ReyalP

Joined: 25 Jul 2003 Posts: 1663
|
Posted: Sun Jan 30, 2005 7:59 pm Post subject: |
|
|
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. _________________ send lawyers, guns and money |
|
| Back to top |
|
 |
jinx

Joined: 29 Aug 2004 Posts: 81 Location: Illinois, USA
|
Posted: Sun Jan 30, 2005 9:18 pm Post subject: |
|
|
Now trickjump ghost  _________________
 |
|
| Back to top |
|
 |
|