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Old 12-10-17, 16:06   #731
Caesum
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^ What mist effect?
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Old 12-10-17, 16:13   #732
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^ What mist effect?
I think its the M button. It just adds wave lighting to a flat floor. I think its just called mist because if you use it with transparent floor textures it can look like that. For an example of it on the ceiling I think the little water room before you fight the three dragons in Rome has it.

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Old 12-10-17, 16:35   #733
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Currently imported geometry is not lit, but there are plans to implement automatic light generation during compiling phase. Otherwise it would have to be lit using external software, just like in the current meta2tr workflow.
I see. Automatic light generation would be a wonderful addition, imo. If I may give suggestion, I would suggest that the user should be able to decide whether the imported geometry should preserve its own vertex colors or whether it should be automatically lit. I think that both solutions would come in handy in different situations.
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Old 12-10-17, 18:13   #734
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Old 12-10-17, 18:22   #735
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Originally Posted by FairFriend View Post
I see. Automatic light generation would be a wonderful addition, imo. If I may give suggestion, I would suggest that the user should be able to decide whether the imported geometry should preserve its own vertex colors or whether it should be automatically lit. I think that both solutions would come in handy in different situations.
I'm convinced that would be the case, either you'll be able to import geometry with its own vertex colors lighting or without it and let TE generate it.

Generally custom geometry is an additional feature in comparison to all the rest of functionality, so it will be developed and enhanced as time goes on.

Last edited by Dustie; 12-10-17 at 18:24.
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Old 12-10-17, 21:10   #736
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Ok...I'm speechless, the progress here is incredible !
Please ALWAYS backup everything at at least 3 additional servers/locations (you never know).

I wonder how the OBJ import can be handled by such an old engine. Don't such features require a new engine ? How exactly will Open Lara or TRE affect the development of Tomb Editor ?
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Old 12-10-17, 21:18   #737
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I think the way objects and statics can be manipulated will change the game entirely if I can have one plant bush object and use that for everything and the only other statics being "visual variety" and not "technical variety" like having multiples of the same bushes that look exactly the same but modified so their placed on different parts of the grid system.

Be great if the rotate feature applied vertically too so we can place objects on slopes.
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Old 12-10-17, 21:29   #738
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Yes this will most likely be especially useful with foliage, because being able to place objects freely or even have them included as part of the level mesh (for example if you don't need any collision for them) will decrease the amount of variations of the object needed in the WAD. As opposed to having the same plant only in slightly different position, you will be able to use the same one


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I wonder how the OBJ import can be handled by such an old engine. Don't such features require a new engine ? How exactly will Open Lara or TRE affect the development of Tomb Editor ?
The engine only handles its own object format and the OBJ (or other files) are converted to it.

OpenLara is a custom engine, so we hope that in the future it will go beyond the rules of current Tomb Raider engine and level format and will introduce new features which we will be able to utilise with TombEditor.

By TRE do you mean the New Wad Editor/TREditor? It's basically a WAD editing program, so you can already use it as a replacement for WadMerger. WADs are still supported by TombEditor, although a new format is being developed (WAD2), so that we can customize how data is stored in it.

Last edited by Dustie; 12-10-17 at 21:35.
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Old 12-10-17, 22:37   #739
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Wad2 .. I Know Iam just tiring everyone but Will be possible to make levels for TRCH or TR1,2,3 ? DDD
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Old 12-10-17, 23:28   #740
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Was würdest du sagen?
Uhm, that's just my signature. It has nothing to do with the content of the post.
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