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A recreation of Lara's animations from Tomb Raider: The Angel Of Darkness, for TombEngine

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Joey79100/ten-aod_animations

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TRLE - AOD Animations for TombEngine

A Tomb Raider: The Angel Of Darkness based animation set for Tomb Engine.

Preview (Jul 28, 2019):

Video preview of the animations from Jul 28, 2019

Note that this video was made using the TRNG version.

1. The project - general information

1.1. Updates and progression

You can:

  • Follow the commits to see the latest updates.
  • Read the issues named "Progress tracker ***" to see the lists of animations that have been remade or planned.

1.2. Target engine/editor

The project is currently developped using TombEngine. The original TRNG version will remain available, but I have no plan to continue working on them, as it would double the work for me.

You can build levels for Tomb Engine (TEN) using Tomb Editor (TE).

2. Installation

First, you can either:

  • Download the playable package if you want to playtest the animations before using them.
    Find the big green "Code" menu button at the top of this page, then hit Download ZIP.

  • Or just download Assets/Objects/Lara.wad2 if you just want the animations.

Then keep reading.

2.1. Importing the animations

The animations can be found in Assets\Objects\Lara.wad2.

Assuming you're okay with the outfit, you only need to load this WAD into your project, and update it from time to time.

If you're willing to use a different outfit, keep reading.

2.2. Using different outfits (Tomb Editor 1.7.1 and below)

Note: This is still useful for Tomb Editor 1.7.1 and below. With the following versions of Tomb Editor, this steps will not be necessary anymore.
At the time of writing, Tomb Editor's latest version is still 1.7.1.

Lara's outfit was made by Mrshina. It is different: Lara's mesh positions are different from a classic outfit, in order to match AOD proportions better. Thus, using the LARA object from this project's with a "classic" outfit will result in an alien-like Lara in-game.

Export/import in WadTool into your existing WAD2:

  1. Open Lara.wad.
    1. Double-click LARA to open it in the Animation Editor.
    2. Open the Animations menu, and select Batch > Export all....
    3. Create a dedicated folder for the animations, and select it.
    4. Close the animation editor.
  2. Open your WAD.
    1. Double-click LARA to open it in the Animation Editor.
    2. Open the Animations menu, and select Batch > Import....
    3. Select the folder in which your exported the animations.
  3. Save the changes, close the animation editor, and save your WAD2.

Note: it is not advised to edit the TombEngine.wad2 that comes with Tomb Editor. This file may be updated at any Tomb Editor update. Instead, copy the LARA object into another WAD2 and add it to your project, before editing it.

2.3. Sounds

This package works fine with the default TEN sounds, and is also compatible with its TR1-2-3-5 overrides.

If you want the "full AOD experience", you can use the sound catalogs and samples provided in this repository.

If you want to use the "1 terrain type = 1 footstep sound" (Tomb Editor 1.7.2 and above)

Note: There is a bug in Tomb Editor 1.7.1 and below: footsteps sounds "Custom 3" to "Custom 8" will always revert to "Custom 2" when you reload your project. This will be fixed in the next version. At the time of writing, Tomb Editor's latest version is still 1.7.1.

The animations are ready to work with the more natural "1 terrain type = 1 footstep sound" approach (as opposed to the "stone + footstep sound" approach TR3-4-5 use).

You can use the Footsteps.xml catalog, which is setup with this approach in mind.

  1. In Tomb Editor, open your Level settings:
    1. In the Sound Infos tab, add the Assets\Sounds\Footsteps.xml catalog.
    2. In the *Sound Sample Paths tab, add the path to the samples.
  2. Close your Level settings, and open your Texture sounds window:
    1. Assign the "Custom 8" type to all your Stone textures.
      This is required because Stone itself will not produce any sound. That's how Core Designed it.

2.4. Using interactible objects

Here's a list of the objects that have been worked on. Some of them have custom animations in order to fit Lara's new animations. Unlisted objects means that Lara's animations have not been touched for them yet.

Note: object sounds have all been removed from LARA's animations - they have been added to the objects themselves instead!

Slot Description Custom animations Remarks
FLOOR_TRAPDOOR1 Trapdoor that can be lifted Yes -
PUSHABLE_BLOCK Movable block - -
SWITCH_TYPE1 Wall lever switch Yes -
SWITCH_TYPE3 Electric switch Yes The object's dimensions are also different!
SWITCH_TYPE4 Small button switch - -
SWITCH_TYPE5 Valve switch Yes The object's dimensions are also different!
UNDERWATER_SWITCH1 Underwater switch Yes -
LEVER_SWITCH Floor lever switch - -
JUMP_SWITCH Elevated wall switch - -
PULLEY Pulley Yes Looping is disabled, it was causing issues (1st pull was ok, then it broke)
KICK_DOOR Kickable door Yes -
PUSHPULL_DOOR Normal door Yes -
DOUBLE_DOORS Double door - Uses the Big Double Doors animation from AOD (eg. Archeological Digsite)
SARCOPHAGUS Sarcophagus - -
SEQUENCE_SWITCH Big button switch - -

3. Credits

As the The Dark Renaissance project (and before that, The Lost Dominion) was originally a private project in which I was only a member, I did not keep a credits list. I am trying to correct this, but I may be missing people here. Feel free to let me know if you know more details.

4. See also

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A recreation of Lara's animations from Tomb Raider: The Angel Of Darkness, for TombEngine

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