Either way, it's so strange to update them... in GrpMecaCpntAsterix no less... more like in GrpMeca...
I only assume because the crates don't update themselves.
That is what I meant, they are dynamically placed depending on the beacons. So if you change the cpnt of one crate, it could be placed anywhere
In the Romaster the devs had to add three pointers in the GrpMecaCpntAsterix class to CKCrateCpnts for the freeze crates (1s 3s and 5s).
And if I remember, if you use that button in the editor to convert a Romaster level to an original game level, the freeze crates don't appear anymore due to these pointers missing in the original, even if otherwise the components, crate group and beacons are still there.
Unless maybe I forgot to do something important (maybe the "save" bits were cleared?)
Are they also added to the SrvBeacon?
Unfortunately the number of CrateCpnts is hardcoded in the GrpMecaCpntAsterix
Stupid question, of course they are, but maybe it's not recognized by the original game? 🤷♂️
True maybe it doesn't know the beacon type IDs of the freeze crates and can't handle that
For me, this sounds feasible... not that I would attempt it... the crate cpnt here is kinda like a template (wood, iron)... Placing the bonus pool id into the beacon data would solve the issue.
LOL! What a coincidence

So that's how they celebrated Christmas back then.
the rgb meme song comes to my mind when i look at this pi
Hey @mr.rubinshtein, do you know when you will finish the texturing on the transition?
yeah, i have to find time during this week or weekends and just finish with texturing in one sitting
excuse me for dragging a bit with this
No problem, I'm still waiting on that for the next test!
technically if you wanna test something
you can use that chunk i sent you before
it should also have textures on it but they will be stretched
as far as i remember i have to just reapply the textures