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Old 31-01-18, 20:29   #11
akci
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I've found an inventive way to get unreachable pickups inside walls, the uziclips in Atlantis and Great Pyramid, magnum clips in Temple of the Cat, etc.
Just position Lara precisely the middle of the tile, like if the item was there she would pick it up without any of those little adjusting moves she does when the pickup is close, in range to react to the pickup command. Save and use the position editor from that position, to get her right on the unreachable item. She will be in blackness and can't move, but she will make the pickup, then save again posedit her out. Apparently the pickup action is not contingent on the pickup animation.
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Old 31-01-18, 21:12   #12
The Great Chi
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Quote:
Originally Posted by Boobandie View Post
Chi, did you ever play Crash Bandicoot 2? The mirrors in the snow level use the same technique to fake a reflection.

Also are you sure those invisible panels are for glare? They don't reach floor to ceiling so it would cut off oddly. I suspect they're to prevent Lara getting too close to the mirror surface so that her reflection doesn't clip into the real world when she stands sideways or uses her guns. I've had to use the same technique with Lara's bathroom mirror in my project.
I was only speculating that it was for glare.

Your answer sounds a lot better than mine, and makes a lot of sense.
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Old 01-02-18, 14:18   #13
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Boobandie is right, the Meshes are there to prevent Lara clipping into the Mirror surface.

The glare effect is simply there because the Mirror has a Semi-Transparent texture on it, which becomes more visible when light "shines" on it (because of additive blending)
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Old 01-02-18, 22:25   #14
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Originally Posted by TR-Freak View Post
The glare effect is simply there because the Mirror has a Semi-Transparent texture on it, which becomes more visible when light "shines" on it (because of additive blending)
Additive blending.....we learn something new, Well done

Now away to check 'google' to see what additive blending means

Oh, the glare effect was on my video all the time, without any invisible meshes,
I should have realised, DOH!

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Old 03-02-18, 19:50   #15
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about fake reflections :
it's even done in tomb raider anniversary, if you look at natla's mines from the outside there's a whole other "natla's mines" underneath it . same with tomb of qualopec
but sadly they don't have collision so you cant explore without the flytool
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Old 04-02-18, 00:38   #16
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Originally Posted by Greenapple968 View Post
When Lara got stuck on the other side, you missed out on a golden oppurtunity to say "Looks like I'm trapped here forever..." (If you don't get the reference then shame on you )
"WHAT?! NO!!! (Screams while shooting wall)"

Well that was the first thing that popped in my head, but of course this was from a different person.
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Old 04-02-18, 23:00   #17
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Quote:
Originally Posted by Greenapple968 View Post
When Lara got stuck on the other side, you missed out on a golden oppurtunity to say "Looks like I'm trapped here forever..."
Quote:
Originally Posted by Kirishima View Post
"WHAT?! NO!!! (Screams while shooting wall)".
OK, My video does have a rather unfinished ending......

But we know that Lara Croft always has a few items in her backpack to help her out of a difficult situation

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Old 04-02-18, 23:48   #18
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Originally Posted by The Great Chi View Post
Isn't that image a bit backwards? She's in the mirror, so the park sign should be backwards or am I missing something?

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Old 05-02-18, 11:03   #19
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Originally Posted by Kirishima View Post
Isn't that image a bit backwards? She's in the mirror, so the park sign should be backwards or am I missing something?
Well the picture was only meant as a laugh, to show how she could get out

But you have raised an interesting question, as if you were in a mirror world, you would in theory see the outside world as reversed (backwards) through the mirror, but as she is not going out through the mirror, but instead through a blasted wall in the mirror world, it brings us into the realms of the science fiction and science fantasy world of 'The Twilight Zone', where who knows what would be behind the wall of a mirror room.

Its amazing what a Tomb Raider game can make us think about.

Anyway the outside image is actually wrong for that view behind the blasted wall, as when you look at tombviewer the landscape view of this level you would be seeing the back of the hills in the far distance, in the coastal ruins hub area.
I only picked the park entrance view as it is one of the most recognisable views in this level.

To conclude.... what goes on in a mirror world of virtural reality, is all very interesting and thought provoking stuff. I am away to take an aspirin now

Level...


Twilight zone...
https://en.wikipedia.org/wiki/The_Twilight_Zone
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