TR2WAD Documentation

1. Introduction

TR2WAD is a program to extract the textures and objects from TR2-5 levels. In the future it's maybe also posible to extract the room data.

 

 

2. The TR2WAD interface

TR2WAD-MainWin.jpg (35628 bytes)1.1 Starting TR2WAD

When you load TR2WAD, you will be asked to load a TR level. Browse to the level you want and open it. The main TR2WAD window (see image) will show up. It has 2 frames: level and objects.
Level frame
The level frame contains the version from the loaded level. For Tomb Raider V levels, the 2 boxes below will show what type of Lara is used and the weather in this level.
Objects frame
The object frame contains a list from all objects in the level. Some objects are unknown. Most of these are NULL meshes. These NULL meshes aren’t rendered, but the game engine knows what to do with it. An example is the FLAME_EMITTER and the AI_FOLLOW. You can’t copy these effects to the Tomb Raider IV.
Below the object list there is a textbox where you can change the object name. The Write IDs button will save the names (this is also done when closing the program).

1.2 The commands

TR2WAD has a menubar and a toolbar. The toolbar contains most functions. These are also inside the menus.
Toolbar
Below is a list from all icons in the toolbar. Some of these icons have a black arrow next to it. Clicking on it will show a drop-down menu. A screenshot of these are included: If you click on the icon, the first option from the dropdown menu will be used (the one that is mostly used).

First icon - Load
TR2WAD-LoadToolbar.jpg (1696 bytes)Open TR is for opening a Tomb Raider level. The dialog will show up. Open PRJ is currently not included yet.
Second icon - Save
TR2WAD-SaveToolbar.jpg (2669 bytes)
Save WAS is for exporting the current object data as a WAS file. A dialog will ask you where you want it to be saved. Save TGA will export the room textures to a TGA file that can be used in the level editor. A dialog will show. The Save PRJ and Save TR options are not available at the moment.
Last 3 icons - Object Mode
The last 3 buttons are for the object mode. The first one is for moveables, the second one for static meshes and the last one for sprites (not included yet). If you click them the object list will be updated with the type you selected.

Menubar
The menu bar contains the options that are (mostly) also included in the toolbar. Here is a small overview:
File
-Load TR
-Load PRJ*
------------
-Save WAS
-Save TGA
-Save PRJ *
-Save TR *
------------
-Quit

Edit
-Moveable Mode
-Static Mesh Mode
-Sprite Mode *

Help
-About

* means not available in the current version.

 

 

 

3. Object conversion

 

Converting objects
Here is a list from objects that can be converted. To do it, first load the TR level with TR2WAD and save as a WAS file. Now start TRWest and load a wad with the needed objects for TR4 (lara, invectory, ...). Load the WAS you exported as reference. Look in the table below for the object you want and select in the reference file the TRWest name. Select in the was you edit the TR4 name and click on replace. Do this with all objects you want. If an object isn't listed, look in the 3D preview window from the level editor to see what object it is.

TR3 Objects

TR3 name TRWest name TR4 name Notes
DOG ACTOR1_SPEECH_HEAD2 DOG Seems to be 100% compatible.
TIGER CROWBAR_ANIM DOG - Can't attack.
- Entering 1 in OCB and he will stay at the same place after triggering.
- Can't die the normal way.
SPIKES WRAITH2 TEETH_SPIKES No problems known.
PUSHABLE_OBJECTx SAS_DYING
SAS_DYING_MIP
PUSHABLE_OBJECTx Can't climb on the block.
DESERT_EAGLE_ANIM CROSSBOW_ANIM SIXSHOOTER_ANIM - Holsters not correctly
- Lasersight not correctly
- Item name not correctly
QUADBIKE
VEHILE_EXTRA
LARA_HOLSTERS_SIXSHOOTER
LARA_CROSSBOW_LASER
MOTERBIKE
VEHILE_EXTRA
- Can only enter from the right side
- Wheel will spin aroung bike
ROLLINGBALL WRAITH3 ROLLINGBALL - Will have the TR4 rolling ball effect (smash the ground).
SHOOT_SWITCH FLARE_INV_ITEM SWITCH_TYPE7 or
SWITCH_TYPE8
LARA_SKIN UNDERWATER_SWITCH2 LARA_SKIN You must empty the LARA_JOINTS.
PUZZLE_ITEMx KEY_ITEM3
KEY_ITEM4
KEY_ITEM5
KEY_ITEM6
PUZZLE_ITEMx For animated pickups, press all buttons 1-5 in the OCB.
PUZZLE_HOLEx KEY_ITEM11
KEY_ITEM12
KEY_ITEM1_COMBO1
KEY_ITEM1_COMBO2
PUZZLE_HOLEx
PUZZLE_DONEx KEY_ITEM2_COMBO1
KEY_ITEM2_COMBO2
KEY_ITEM3_COMBO1
KEY_ITEM3_COMBO2
PUZZLE_DONEx
KEY_ITEMx KEY_ITEM5_COMBO2
KEY_ITEM6_COMBO1
KEY_ITEM7_COMBO2
KEY_ITEM8_COMBO1
KEY_ITEMx
KEY_HOLEx PICKUP_ITEM2
PICKUP_ITEM3
PICKUP_ITEM4
PICKUP_ITEM1_COMBO1
KEY_HOLEx
ARTEFACTx PICKUP_ITEM3_COMBO2
PICKUP_ITEM4_COMBO1
PICKUP_ITEM4_COMBO2
EXAMINE1
PICKUP_ITEMx
ANIMATINGx PISTOLS_ITEM
PISTOLS_AMMO_ITEM
UZI_ITEM
UZI_AMMO_ITEM
SHUTGUN_ITEM
SHUTGUN_AMMO1_ITEM
ANIMATINGx
HORIZON SHUTGUN_AMMO2_ITEM HORIZON TR3 horizon doesn't support sky texture, must edit with Strpix to see sky.
BRIDGE_FLAT
BRIDGE_TILT1
BRIDGE_TILT2
FLAME
FLAME_EMITTER
FLAME_EMITTER2
BRIDGE_FLAT
BRIDGE_TILT1
BRIDGE_TILT2
CUT_SCENE_ITEMx POLEROPE
ONEBLOCK_PLATFORM
TWOBLOCK_PLATFORM
RAISING_BLOCK1
RAISING_BLOCK2
EXPANDING_PLATFORM
SQUISHY_BLOCK1
SQUISHY_BLOCK2
PUSHABLE_OBJECT1
ANIMATINGx