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

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JoeyQuint/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. 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:

Then keep reading.

2.1. Importing the animations

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

You only need to load this WAD into your project, and update it from time to time.

If you want to use another outfit, simply put it above Lara.wad2 in your WAD list (Level Settings > Object Files).

2.2. Fixing ladders snapping

The engine implementation of ladders in TR2-5 includes hardcoded frame numbers. Changing the speed of ladder animations results in Lara snapping when she stops moving up or down. Bagas has written a script which fixes part of this snapping:

  1. Download Engine/Scripts/Addons/AOD_Animations.lua and put it in the same location in your game folder.
  2. Open your Engine/Scripts/Levels/{your-level-name}.lua file, and add the following line at the very top of the file:
    require("Addons.AOD_Animations")

2.3. Interactible objects with custom animations

The animations of some interactible objects have been edited to fit Lara's new animations.

These objects are listed below.
You can find them in Assets\Objects\ObjectsInteractible.wad2.

Slot Description Remarks
FLOOR_TRAPDOOR1 Trapdoor that can be lifted -
SWITCH_TYPE1 Classic wall switch -
SWITCH_TYPE3 Electric switch The object's dimensions are also different!
SWITCH_TYPE5 Valve switch The object's dimensions are also different!
WALL_SWITCH1 Wall lever switch -
KICK_DOOR Kickable door -
PUSHPULL_DOOR Normal door -

Note: object sounds have all been removed from LARA's animations.
They are added to the objects themselves instead.

2.4. Sounds

Basics

This package is compatible with the default TEN sounds & its TR1-2-3-5 overrides.

If you want the "full AOD experience", you can use the resources provided in Assets/Sounds:

  • The sound catalogs (all the XML files)
  • The samples (all the WAV files sorted in subfolders)

If you want to use the "1 terrain type = 1 footstep sound"

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.

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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