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Old 25-08-18, 12:51   #5521
disapearing-boy
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Quote:
Originally Posted by jackraider View Post
What is recommended for TRLE use? where do I get the MQO plugin?
Traditionally Meta was recommended because it was easy for us beginners to use -- that led to programs being developed to allow MQO import. DXF importing/exporting was more tedious due to scaling/inverting issues.

Ultimately it doesn't matter what tool you use as long as Strpix can read it's MQO file. So Blender-Strpix-TRLE is a fine workflow (other tools can be used to edit wads for sounds/animations ect.. but this will get your custom meshes into the game).

Here's the MQO plugin

https://pypi.org/project/pymeshio/
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Old 25-08-18, 14:20   #5522
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There's also this.

https://github.com/50thomatoes50/blender.io_mqo

Last edited by JMN; 25-08-18 at 14:22.
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Old 26-08-18, 19:32   #5523
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This is what happend in a Sunday of pure boredom
I ripped "The Sleeper" from AoD:









I just applied a candle texture for all the body with a shiny effect.
Surprisingly, it doesn't look that bad...????
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Old 27-08-18, 21:55   #5524
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cool is that tombeditor? Anyway to bring AOD lara into old engine without it slowing down?
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Old 28-08-18, 08:58   #5525
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You can't use AOD Lara in TRLE.
She has too many vertices where the joints should connect. So even if AOD Lara is used, you'll need to at least reduce the vertices for the joints and where the joints connect to the meshes of the skin.
Our humble TRLE engine can only handle 11 vertices per joint connection.
AOD Lara has parts where that would be more.
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Old 28-08-18, 17:25   #5526
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Quote:
Originally Posted by Titak View Post
You can't use AOD Lara in TRLE.
She has too many vertices where the joints should connect. So even if AOD Lara is used, you'll need to at least reduce the vertices for the joints and where the joints connect to the meshes of the skin.
Our humble TRLE engine can only handle 11 vertices per joint connection.
AOD Lara has parts where that would be more.
This is extremely relevant to a problem I'm having...

Titak, if I may ask, what's TRLE's usual reaction to having more than 11 vertices per connection point?
I've been trying to do some remapping recently, and managed to get the waist piece of mine to partially connect to the torso, but then most of the bottom portion of it is connecting to the knee for some reason, and some points to the hands, top of the head, etc. All connected to the Lara Skin object at least somewhere, but not always where I want them.

Is this all simply because of too many verts for the connection?
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Old 30-08-18, 19:25   #5527
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Last time I've put on the wrong area the horizon I've made, this time I'm on the right place Thanks for the compliments for it
I did another one...
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Old 30-08-18, 19:57   #5528
Titak
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Quote:
Originally Posted by RocketLombax View Post
This is extremely relevant to a problem I'm having...

Titak, if I may ask, what's TRLE's usual reaction to having more than 11 vertices per connection point?
I've been trying to do some remapping recently, and managed to get the waist piece of mine to partially connect to the torso, but then most of the bottom portion of it is connecting to the knee for some reason, and some points to the hands, top of the head, etc. All connected to the Lara Skin object at least somewhere, but not always where I want them.

Is this all simply because of too many verts for the connection?
It stretches faces of the joints into I don't know where. Or they stretch to another mesh, like you are experiencing now.
It's the same thing that happens when joints and skin-meshes don't align properly or when the vertices of a skin-mesh aren't remapped correctly.

If you have trouble getting skin-meshes and joints to connect properly, this tutorial might be helpful: http://www.tombraiderforums.com/showthread.php?t=132749
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Old 30-08-18, 20:11   #5529
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Quote:
Originally Posted by LoreRaider View Post
Last time I've put on the wrong area the horizon I've made, this time I'm on the right place Thanks for the compliments for it
I did another one...
BEAUTIFUL

Also Ruu11 sleeper looks good, shine gives it an other worldy quality
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Old 23-09-18, 23:47   #5530
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I'm not sure if many people here are familiar with the Aksum (or Axum) Empire but I felt it was worth making a level in that style.

So I made one of their distinctive doors in Meta to start off with...



^^ need I say that these are only placeholder textures...
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