19-05-12, 08:49 | #1031 |
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Joined: Nov 2011
Posts: 4,882
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@Controfuliburu, shame on you, and if it's not same, but in this case yes, you know how to remodel, you did that with my outfit!
Btw, O_O green? Oh well, btw, nice one! |
19-05-12, 09:22 | #1032 | |
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Joined: Jul 2009
Posts: 4,742
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I love the outfit HG
Everything fits so well with each other But I wanted to remind you again of this Quote:
Outfits look so pretty and cool when it comes by seeing them in Wadmerger and stuff but once its in the game, it often gets overlooked (although with some cameras and sequences it can win again more importance,like I do in my level) Why do you put so much effort in your outfits? Of course to make them look good. And where can we see the best of how good they look? In cutscenes,right? And isnt it a bit paradoxal that we cant see any face expression of Lara in these beautiful outfit? It makes Lara look stiff and creates an artificial outbalance in this aspect. Sure, most level builders wont mind, but people like Titak,GeckoKid and many more ( I include myself here also) want to go through the boundaries of TRLE. One of these,are the face expressions of Lara, which can be useable in cutscenes. TR4 and TR5 had them, and 12 years later we still dont have them for TRLE So what do you think? Maybe it could be more helping for the community to put your effort in some fresh and innovative,before you go again into outfit modelling In anyway, I can't wait for your future releases,regardless what it is, Im sure it will be amazing |
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19-05-12, 09:50 | #1033 |
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Joined: Sep 2007
Posts: 4,390
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It's been in the back of my mind, the thing is where would I store them? And I've never seen anyone else attempt it, either. I'm not sure what expressions should be made. It wouldn't be anything like Legend of course, it would still look rather like... a slideshow I guess?
If I had a base to work from (like the original mesh swap heads for Lara from TR4 or 5) that would probably be easiest to be honest. I'd have a better basis for what I need to do. Another problem might just be the mouth itself, I imagine I'd have to model the inside of the mouth as well. xD Which I've never done, so it would be new to me. But yeah... If I had something I could use as the base that would help. I'm not sure if there's any working meshswap for her heads right now in TRLE, at least I don't think I've seen one. |
19-05-12, 11:16 | #1034 | |
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Joined: Sep 2006
Posts: 1,372
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Quote:
I think the Ankgor Wat wad has meshwaps in for young lara... maybe the version from the updated wads from TR Chronicles? As far as I can remember, there are 4 available head meshwaps, but it's been a long time so don't count on that being right! I tried doing heads like these once ages ago - you will have to model the inside of the mouth but it isn't too bad, all you need is to bring the edges of the lips together in a sort of cone inside the head... I remember the hardest thing for me was getting the jaw to look as if it opened properly without becoming like a caricature! |
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19-05-12, 11:51 | #1035 |
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Joined: Sep 2007
Posts: 1,684
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I made a TRNG demo awhile back that used an organizer to swap Lara's head back and forth with the scream head as an attempt to make Lara "talk". I used an NG outfit.
I think TRNG let's you use the alternate mesh in any slot. Also made a TREP demo that used the YoungLara speech heads. |
19-05-12, 12:33 | #1036 |
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Joined: Jul 2003
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The most logical slots would be the LARA_SPEECH_HEAD* slots.
There are four of them. But it is true that with TRNG you can use any moveable slot for a meshswap. No need to have a full version of the outfits either since you can simply swap one mesh with TRNG. However it is wise to use an object with the same meshtree as Lara's, for those who want to use Meta2TR on their levels. In my experience the LARA_SPEECH_HEAD* slots give a message in Meta2TR when they don't have the same meshtree. As for the TR4 and TR5 "talking heads", all they had was different textures for the mouth. No other facial expressions. So, if you decide to make some I'd say start with just those four different mouths. Levelbuilders that make their own objects can use those as a base for other facial expressions. Shouldn't be too hard with Editwad. I had been thinking of using the LARA_SPEECH_HEAD** slots and other slots for my MoA cutscenes. But using them would take up space in the wad, space I could then not use for other objects anymore. (Yes, some of my MoA wads were so stuffed that I did indeed use the LARA_SPEECH_HEAD and ACTOR_SPEECH_HEAD slots for architectural/environmental objects. ) |
19-05-12, 12:35 | #1037 |
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Joined: Jul 2009
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Alternatively to the 4 original TR swap head meshes, the meshes can be stored in any other unused slot like ANIMATING_MIP
And as sapper and Masked Raider said, they can be triggered with TRNG stuff. Believe me, there are little technical limits, it only matters the design aspect of the headmesh which you will need to accompish |
19-05-12, 12:38 | #1038 |
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19-05-12, 12:47 | #1039 | |
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Quote:
At least these which arent still used for TRNG (if I remember correctly only the first 20 are used) |
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19-05-12, 12:50 | #1040 |
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Joined: Jul 2003
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I haven't used EXTRA moveable slots.
Just the default TR4 MIP object slots. I don't have EXTRA moveable slots listed in my WADMerger btw. Only the new slots that start with NG in the name. Did use lots of the EXTRA statics slots though... |
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