TR_Data Updates Thread
Moderators: Haplo, Lead Developers
TR_Data has been updated!
Update includes:
Fixed ndib tree collision meshes(tr_flora_tree02_nd through _12_nd, not including 07_nd)
Fixed Necrom loaddoor (UV map)
Fixed leveled list appropriateness in spots
Peaceful Velk instead of Angry Velk (yay!)
For real no more daedric bats appearing in places now
Seacrab and Parastylus have sounds now
Guards now respawn and have somewhat different faces/hairs
Guards don't have nolore scripts so they should say things
Fixed Indoril meshes: tr_ex_ind_bridge_p_01 and 02, tr_ex_ind_dwall_01, tr_ex_ind_hwall_01 through 04 and tr_ex_ind_hwstair, and tr_ex_ind_plat01.
Three new Indoril aqueduct meshes, found in the Statics tab under TR_ex_ind_aqueduct...
A new Indoril door with modified collision so that prisoners can detect players, in the Doors tab under TR_in_ind_q_jaildoor_col
Make sure you download both TR_Data.esm and TR_Data.7z
Update includes:
Fixed ndib tree collision meshes(tr_flora_tree02_nd through _12_nd, not including 07_nd)
Fixed Necrom loaddoor (UV map)
Fixed leveled list appropriateness in spots
Peaceful Velk instead of Angry Velk (yay!)
For real no more daedric bats appearing in places now
Seacrab and Parastylus have sounds now
Guards now respawn and have somewhat different faces/hairs
Guards don't have nolore scripts so they should say things
Fixed Indoril meshes: tr_ex_ind_bridge_p_01 and 02, tr_ex_ind_dwall_01, tr_ex_ind_hwall_01 through 04 and tr_ex_ind_hwstair, and tr_ex_ind_plat01.
Three new Indoril aqueduct meshes, found in the Statics tab under TR_ex_ind_aqueduct...
A new Indoril door with modified collision so that prisoners can detect players, in the Doors tab under TR_in_ind_q_jaildoor_col
Make sure you download both TR_Data.esm and TR_Data.7z
Forum Administrator & Data Files Manager
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Sorry about that, here is the complete thing. All trees included. Left the collision on the bigger trees with a few more polys, not just a cylinder. Also note that the ends of the vertices at the end of the branches are still not connected, do you want me to "weld" them at the center? Making them pointy at the end?Fixed ndib tree collision meshes(tr_flora_tree02_nd through _12_nd, not including 07_nd)
--Mwgek--
Well, I cut some polys on the rooted trees. and added about the same amount on 1 of the other trees. The problem with the big trees is that a chunck of collision, like 1 cylinder, makes you walk like 10 meters away from the tree. So i'm not sure about the collision beign the problem. But I will double check.
--Mwgek--
10 meters? Note that we don't need collision on the leaf covered branches, mostly just the main stem - perhaps with a slightly upside down pyramid shape at the top to accommodate for branches reaching out. My understanding was that the earlier collision model followed the tree mesh pretty much 100%, which is a waste of resources since we're never going to need collision at that level. Even when levitating, when that effect wears off we want players to fall through the tree, as if the branches wouldn't carry their weight.
If we want trees with specific collision, we'd rather add the simple collision box meshes afterwards.
If we want trees with specific collision, we'd rather add the simple collision box meshes afterwards.
SIGILLVM COMMVNITATIS DE CIVITATE BERGENSI
After hours of -> what the F*ck is wrong with these models I finally found out that it was some weird exporting problem from max2011. Ran them through blender and all the hundreds of vertices just disappeared. I'm going to run my other models through blender aswell.
I think they are to you liking Aeven. But please test them again.
[Edit] I also welded the end of the branches together. Kills also some polys and I think it's more natural.
I think they are to you liking Aeven. But please test them again.
[Edit] I also welded the end of the branches together. Kills also some polys and I think it's more natural.
--Mwgek--
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Concrete proposal for balancing centurion archers
First to make the problem clear: Take a level-30ish character (or lower) and spawn a centurion archer ("placeatpc centurion_projectile 1 1 1 1"). Don't try to kill it fast, just stand around. Do you notice the pattern? Most of the time he misses, but when he hits, he hits HARD. Hard enough to knockdown most players, which gives the thing a good chance to hit again. This is not "overpowered" or "too easy"; it is just unbalanced. A random death for no reason and hard to avert without overpowered sanctuary spells which the player would hardly have at the levels this thing appears in our leveled lists (that is, 10); but at higher levels it still makes no sense as an enemy.
How to fix it? Changing the creature doesn't help (you can change its combat skill, you can change its agility attribute, but neither of this has any ingame effect). So you would have to balance the darts, not the archer.
Weapon centurion_projectile_dart makes 20-50 damage. THIS is overpowered. Daedric darts make 2-12 damage.
So let us make a new Weapon called TR_centurion_projectile_dart (copying centurion_projectile_dart) with the following damages:
Chop 5-7
Slash 0-1
Thrust 0-1
(Look at the other dart types if you think these are too low.)
Rename it as "Light Dwarven Dart" and give it weight 0.05.
Now let us make a new Creature called TR_centurion_projectile (copying centurion_projectile) which, instead of script replenishammo, has the following script:
Fun fact: There is a cheap way to bring some more diversity into the leveled lists. Namely, add a (further) new Creature called TR_centurion_projmelee (copying centurion_projectile) which has no script at all. This means that this creature will have no arrows and fight in melee. There ARE melee animations for this critter, and they are never seen in vanilla since the script always gives the critter enough darts to shoot. I think the melee damage of this critter is rather well-balanced (it is basically a centurion sphere with less variation in damage output).
Next, remove EVERYTHING from leveled list TR_LC_centurion_archer_lev+0, and replace it by TR_centurion_projectile. Do the same for TR_LC_centurion_archer_lev+2 and TR_LC_centurion_archer_lev-2.
Remove all appearances of centurion_projectile from leveled lists TR_LC_Dwemeri_all_lev+0, TR_LC_Dwemeri_all_lev+2 and TR_LC_Dwemeri_all_lev-2 (caution: there are several in each list) and replace them by the two new critters.
Do the same for TR_LC_Dwemeri_cent_lev+0, TR_LC_Dwemeri_cent_lev+2 and TR_LC_Dwemeri_cent_lev-2.
This should fix the centurion archers. For the armor centurions, I think it is enough to remove centurion_projectile_dart and centurion_projectile_dart_shock from the leveled item "TR_random_Centurion_Weapon" (this is the leveled list where they get their weapons from), and replace every appearance of "centurion_projectile_dart" by "TR_centurion_projectile_dart" in their script (TR_cr_ArmorCenturionEquipment) so that they don't get the overpowered arrows.
First to make the problem clear: Take a level-30ish character (or lower) and spawn a centurion archer ("placeatpc centurion_projectile 1 1 1 1"). Don't try to kill it fast, just stand around. Do you notice the pattern? Most of the time he misses, but when he hits, he hits HARD. Hard enough to knockdown most players, which gives the thing a good chance to hit again. This is not "overpowered" or "too easy"; it is just unbalanced. A random death for no reason and hard to avert without overpowered sanctuary spells which the player would hardly have at the levels this thing appears in our leveled lists (that is, 10); but at higher levels it still makes no sense as an enemy.
How to fix it? Changing the creature doesn't help (you can change its combat skill, you can change its agility attribute, but neither of this has any ingame effect). So you would have to balance the darts, not the archer.
Weapon centurion_projectile_dart makes 20-50 damage. THIS is overpowered. Daedric darts make 2-12 damage.
So let us make a new Weapon called TR_centurion_projectile_dart (copying centurion_projectile_dart) with the following damages:
Chop 5-7
Slash 0-1
Thrust 0-1
(Look at the other dart types if you think these are too low.)
Rename it as "Light Dwarven Dart" and give it weight 0.05.
Now let us make a new Creature called TR_centurion_projectile (copying centurion_projectile) which, instead of script replenishammo, has the following script:
Code: Select all
Begin TR_replenishammo
short isdead
if ( MenuMode )
return
endif
if ( isdead== 1 )
return
endif
;when killed, adds 5 darts to inventory. so player finds 5 plus whatever is left
If ( OnDeath == 1 )
additem "TR_centurion_projectile_dart" 5
set isdead to 1
endif
;if 1 dart left in inv, adds 5 more
If ( GetItemCount TR_centurion_projectile_dart < 2 )
;Messagebox "less than 1 left. adding 5 more"
additem "TR_centurion_projectile_dart" 5
endif
End
Next, remove EVERYTHING from leveled list TR_LC_centurion_archer_lev+0, and replace it by TR_centurion_projectile. Do the same for TR_LC_centurion_archer_lev+2 and TR_LC_centurion_archer_lev-2.
Remove all appearances of centurion_projectile from leveled lists TR_LC_Dwemeri_all_lev+0, TR_LC_Dwemeri_all_lev+2 and TR_LC_Dwemeri_all_lev-2 (caution: there are several in each list) and replace them by the two new critters.
Do the same for TR_LC_Dwemeri_cent_lev+0, TR_LC_Dwemeri_cent_lev+2 and TR_LC_Dwemeri_cent_lev-2.
This should fix the centurion archers. For the armor centurions, I think it is enough to remove centurion_projectile_dart and centurion_projectile_dart_shock from the leveled item "TR_random_Centurion_Weapon" (this is the leveled list where they get their weapons from), and replace every appearance of "centurion_projectile_dart" by "TR_centurion_projectile_dart" in their script (TR_cr_ArmorCenturionEquipment) so that they don't get the overpowered arrows.
Latest nifs for all the updated ind meshes that I uploaded earlier. The same buggy export that tripled the tree_nd vertices did the same to all other meshes I redid. Making them not better for fps, but even worse. I was wondering why my file sizes where sometimes larger then the original ones, but didn't think enough. Now everything has been ran through Blender exporter, which seems to correct all errors. Also the file sizes are lowered quite a bit. Sorry for the extra work to update tr_data files Haplo.
Included:
/d
*tr_in_ind_jaildoor_COL
/x
*tr_ex_ind_bridge_e (01/02)
*tr_ex_ind_bridge_p (01/02)
*tr_ex_ind_bridge_sect
*tr_ex_ind_column01 (A newly MH textured column, was kind of a misunderstanding between Nemon and me, so i don't know if this one is still needed.)
*tr_ex_ind_dwall01
*tr_ex_ind_hwall (01/04)
*tr_ex_ind_hwstair
*tr_ex_ind_plat01
*tr_ex_ind_tower_win (A new large window model for the towers in Almalexia. Uses a custom texturemap for the glass. This maybe still needs to be updated a bit)
Next up is finishing those Pagoda's and checking the rest of the ind_bridge/stairs
Included:
/d
*tr_in_ind_jaildoor_COL
/x
*tr_ex_ind_bridge_e (01/02)
*tr_ex_ind_bridge_p (01/02)
*tr_ex_ind_bridge_sect
*tr_ex_ind_column01 (A newly MH textured column, was kind of a misunderstanding between Nemon and me, so i don't know if this one is still needed.)
*tr_ex_ind_dwall01
*tr_ex_ind_hwall (01/04)
*tr_ex_ind_hwstair
*tr_ex_ind_plat01
*tr_ex_ind_tower_win (A new large window model for the towers in Almalexia. Uses a custom texturemap for the glass. This maybe still needs to be updated a bit)
Next up is finishing those Pagoda's and checking the rest of the ind_bridge/stairs
Last edited by Mwgek on Sat Apr 28, 2012 1:09 pm, edited 1 time in total.
--Mwgek--
That script means the minimum number of darts they can drop on death is 7. And that's a little ridiculous. Changing the 5 to a 2 or a 3 in both cases makes a bit more balance and lore-sense, as most likely their dart stockpile has been greatly reduced.arvisrend wrote:Concrete proposal for balancing centurion archers
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Good point. Is anything about Tribunal well-balanced at all?
Updated version of script:
Updated version of script:
Code: Select all
Begin TR_replenishammo
short isdead
if ( MenuMode )
return
endif
if ( isdead== 1 )
return
endif
;when killed, adds 1 dart to inventory. so player finds 1 plus whatever is left
If ( OnDeath == 1 )
additem "TR_centurion_projectile_dart" 1
set isdead to 1
endif
;if 1 dart left in inv, adds 5 more
If ( GetItemCount TR_centurion_projectile_dart < 2 )
;Messagebox "at most 1 left. adding 2 more"
additem "TR_centurion_projectile_dart" 2
endif
End
Maybe the ground mesh entry uses the body mesh. Although I don't know if this is used anywhere in the game. It might be a leftover from days long gone.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
New files, should replace all past files. Excluding the trees since they are in the files above.
[url=http://imageshack.us/photo/my-images/838/testob.png/][img]http://img838.imageshack.us/img838/7410/testob.png[/img][/url]
- Includes:
/d
*tr_in_ind_jaildoor_COL
/x
*tr_ex_ind_bridge_e (01/02)
*tr_ex_ind_bridge_p (01/02)
*tr_ex_ind_bridge_sect
*tr_ex_ind_column01 - A newly MH textured column, was kind of a misunderstanding between Nemon and me, so i don't know if this one is still needed.
*tr_ex_ind_dwall01
*tr_ex_ind_hwall (01/04)
*tr_ex_ind_hwstair
*tr_ex_ind_plat01
*tr_ex_ind_aquaduct
*tr_ex_ind_aqua_end (01/02) - Should replace both aquaduct meshes (aqua_end + aquaduct_end), changed naming so that they are the same.
*tr_ex_ind_pagoda (01/02) - Not sure the center point is 100% dead on, but it should be really close, didn't see weird stuff on test in console + added bottum.
*tr_ex_ind_tower_win - A new large window model for the towers in Almalexia. Uses a custom texturemap for the glass. This maybe still needs to be updated a bit
[url=http://imageshack.us/photo/my-images/838/testob.png/][img]http://img838.imageshack.us/img838/7410/testob.png[/img][/url]
--Mwgek--
Great, that looks promising!
Regarding the column, yes - that might be a misunderstanding on my part. I've used a in sewer thingy several places (for instance under a wall piece near the silt strider port) that looks like metal - a nice visual variation to the large amounts of more typical mournhold textures that dominate the scenery.
Regarding the column, yes - that might be a misunderstanding on my part. I've used a in sewer thingy several places (for instance under a wall piece near the silt strider port) that looks like metal - a nice visual variation to the large amounts of more typical mournhold textures that dominate the scenery.
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Moved from public beta threads:
book TR_bk_AboveItAll: typo: 'it's' instead of 'its' (once again, use find/replace to kill this error in all books).
book TR_bk_mapbook_m1_01: "The chain contain three major islands" - probably "contains" is better.
book TR_bk_mapbook_m1_02: 'south and west of Firewatch' - doesn't this mean in the Inner Sea?
Also, for some reason, TR_Mainland edits TR_bk_mapbook_m1_02. Is that an uncleanness?
book TR_bk_AboveItAll: typo: 'it's' instead of 'its' (once again, use find/replace to kill this error in all books).
book TR_bk_mapbook_m1_01: "The chain contain three major islands" - probably "contains" is better.
book TR_bk_mapbook_m1_02: 'south and west of Firewatch' - doesn't this mean in the Inner Sea?
Also, for some reason, TR_Mainland edits TR_bk_mapbook_m1_02. Is that an uncleanness?
I'll rather just go to Above It All and find that typo manually, because there are many instances where "it's" is actually correct (meaning "it is").arvisrend wrote: book TR_bk_AboveItAll: typo: 'it's' instead of 'its' (once again, use find/replace to kill this error in all books).
Also, for some reason, TR_Mainland edits TR_bk_mapbook_m1_02. Is that an uncleanness?
And I think the TR_bk_mapbook_m1 files were added with TR_Map1. This can be checked by loading TR_Data and seeing if the entries still exist. If so, then TR_Mainland shouldn't be modifying TR_bk_mapbook_m1_*
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
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By Find/Replace I didn't mean blindly replacing all matches by "its", but looking at the context. It's somewhat laborious to do in the CS, though; if I were you, I'd export them, do a search for this error, and correct it in the CS. But if you think this is not worth your time, I'd agree... There are more important things to be done for the upcoming release.
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What are you guys going to do with the Cephalopod (TR_cr_cephalopod, TR_cr_cephalopod_big)? Both of these critters spend more time making spastic movements than actually fighting, and when they fight their reach of damage is far higher than their tentacles would allow, leading to a highly unrealistic experience. The big one is almost immobile due to its size, which makes him stuck in most watery caves where it appears.
- Bloodthirsty Crustacean
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A reminder again about these things, unless it's already been noted (apologies if so):
1 - replace 'Maps of XX' with the proper art created by Nomadic.
2 - Update Sacred Land weather set. I'd recommend a mix of Overcast - 40; Rainy - 20; Cloudy - 30; Clear - 10
3 - TR_common_shirt_ind_02's chest Body Part, TR_C_shirt_com_ind2_C uses the wrong mesh. It should use tr_pb_shirt_com_ii_c.
4 - Add Myzel's art to triolith in Fane of Ancestors?
1 - replace 'Maps of XX' with the proper art created by Nomadic.
2 - Update Sacred Land weather set. I'd recommend a mix of Overcast - 40; Rainy - 20; Cloudy - 30; Clear - 10
3 - TR_common_shirt_ind_02's chest Body Part, TR_C_shirt_com_ind2_C uses the wrong mesh. It should use tr_pb_shirt_com_ii_c.
4 - Add Myzel's art to triolith in Fane of Ancestors?
a man builds a city
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
with Banks and Cathedrals
a man melts the sand so he
can see the world outside
"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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Haplo: please make the script fixes to TR_Data that abot proposed in http://www.tamriel-rebuilt.org/old_forum/download.php?id=20410 ( TR_Data_Scripts.mws ) . The TR_Mainland fixes I'll care about myself.
Last edited by arvisrend on Tue Jun 05, 2012 4:35 pm, edited 1 time in total.
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[DATA] Spell TR_AlmalexiaMercy is being cast on the player by a shrine (TR_m3-138_furn_shrine_Alma_cure, called "Shrine of Almalexia's Mercy"), but it's an on-self spell, so it has no effect. Unfortunately, the spell belongs to TR_data.esm.
The "on-self" version can be put to use, too. We could give it as a reward for a very high-level Temple quest (of course, 5% is not much, but once the player gets such a spell, he can increase it as far as he wants by spellmaking).
The "on-self" version can be put to use, too. We could give it as a reward for a very high-level Temple quest (of course, 5% is not much, but once the player gets such a spell, he can increase it as far as he wants by spellmaking).
The Necrom Robes Why aked for:
[url=http://imageshack.us/photo/my-images/137/testxm.png/][img]http://img137.imageshack.us/img137/268/testxm.th.png[/img][/url]
First time working with the pain-in-the-ass bones system (almost killed myself 3 times), so please test this. Robe was made by Adan, I just added correct bones and tried to minimalize the clipping when walking. Also added 1st person/groundmesh and icon.
Inside is an esp which add them to the center of Seyda Neen, can't miss it. PLEASE DO TEST THIS FIRST BEFORE ADDING.
[url=http://imageshack.us/photo/my-images/137/testxm.png/][img]http://img137.imageshack.us/img137/268/testxm.th.png[/img][/url]
First time working with the pain-in-the-ass bones system (almost killed myself 3 times), so please test this. Robe was made by Adan, I just added correct bones and tried to minimalize the clipping when walking. Also added 1st person/groundmesh and icon.
Inside is an esp which add them to the center of Seyda Neen, can't miss it. PLEASE DO TEST THIS FIRST BEFORE ADDING.
Last edited by Mwgek on Sat Jun 02, 2012 8:21 am, edited 1 time in total.
--Mwgek--
The robe looks excellent, well done Mwgek and Ada!
However, I suggest that it not be named "Necrom robe". It is noteworthy that in vanilla, Great House clothing is not named as such, the game simply lets you notice for yourself that the clothes are in the house colours. If a descriptive name is preferred, might I suggest something that merely hints at its function, like "Ancestor robe", "Mourner's robe", etc.
However, I suggest that it not be named "Necrom robe". It is noteworthy that in vanilla, Great House clothing is not named as such, the game simply lets you notice for yourself that the clothes are in the house colours. If a descriptive name is preferred, might I suggest something that merely hints at its function, like "Ancestor robe", "Mourner's robe", etc.
"It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
-Ophelia Benson
-Ophelia Benson
Thank god; a piece of clothing with an icon included.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
- Thrignar Fraxix
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I also need the mainland file for like 30 minutes for some fixing after data gets that update, just want to make sure that doesn't get forgotten.
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Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
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Remove activator TR_watersoundbox. That thing does nothing (the script is supposed to be on something that has collision). I have already killed both of its users in TR_Mainland.
Last edited by arvisrend on Tue Jun 05, 2012 4:42 pm, edited 1 time in total.
- Andres Indoril
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Fascinating. Quite sure it used to work. Might have used a different mesh in the occurrences that it did work though.
[url=http://andresindoril.blogspot.com/][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyleft.jpg[/img][/url][url=http://www.youtube.com/user/AndresIndoril][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyright.jpg[/img][/url]
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
Also remove:
- tr_ex_ind_building_02
tr_ex_ind_tower_01
tr_ex_ind_aquaduct_end
- tr_ex_ind_building02
tr_ex_ind_tower01
tr_ex_ind_aqua_end01
--Mwgek--