25-08-18, 12:51 | #5521 | |
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Joined: Oct 2006
Posts: 2,372
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Quote:
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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25-08-18, 14:20 | #5522 |
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Joined: Sep 2006
Posts: 674
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Last edited by JMN; 25-08-18 at 14:22. |
26-08-18, 19:32 | #5523 |
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Joined: Sep 2017
Posts: 1,087
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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...???? |
27-08-18, 21:55 | #5524 |
Inactive
Joined: Jul 2003
Posts: 2,289
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cool is that tombeditor? Anyway to bring AOD lara into old engine without it slowing down?
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28-08-18, 08:58 | #5525 |
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Joined: Jul 2003
Posts: 33,359
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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. |
28-08-18, 17:25 | #5526 | |
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Joined: Mar 2012
Posts: 90
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Quote:
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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30-08-18, 19:25 | #5527 |
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Joined: Jul 2016
Posts: 1,905
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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... |
30-08-18, 19:57 | #5528 | |
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Joined: Jul 2003
Posts: 33,359
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Quote:
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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30-08-18, 20:11 | #5529 |
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Joined: Jun 2007
Posts: 3,194
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23-09-18, 23:47 | #5530 |
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Joined: Oct 2006
Posts: 2,372
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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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