22-10-17, 16:26 | #41 | |
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Joined: Apr 2005
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There's some level files called "cut[x].tr2" ( cut1, cut2, etc. ) in which the cutscenes play. And in the script, for example Opera House, there is a call to load the cutscene (cut2.tr2) before displaying the level statistics. How the cutscenes themselves work is far beyond my abilities, though... I took a look at the "cut2" which plays at the end of Opera House with TRViewer and this is inside: It is called Lara the stowaway. There are meshes for things like the crates and the airplane details/geometry and such. This is the most i can help with this, good luck. |
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23-10-17, 08:10 | #42 |
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Joined: Jul 2007
Posts: 4,183
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Damn, only object data, not the camera data shown in both programs.
We should have some editor which can actually edit an existing map. I bet dxtre3d could do that but probably omits it for copyright reasons. But I know a guy who replaced all tr2 enemies with flamethrower guys. So his tool, whatever it is, can enter a level and change the object data. We could use that to replace the original characters with custom ones. Not sure if it can edit textures, cameras and room geometry though. In the worst case we get custom actors in default preset scenery. EDIT: Btw Feder, I see your rig level is using the multipatch exe. This makes lara bump into low ceilings, I'm replacing that with a bugfixed exe. But this one forces the alternate sound engine, same as I included for Danath. So once I'm done with that you'll need to double-check if I included all tracks. What's the installscript.vdf? Looks like I can delete that but just making sure... Last edited by DJ Full; 23-10-17 at 08:24. |
05-11-17, 00:08 | #43 |
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Joined: Apr 2012
Posts: 651
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Hello guys,
Yep, it is possible to make a flybycam that plays the entire scene like in the cutscenes for tr2/tr3 engine levels. Maybe you have listened about the TrRosetta Stone document. A text file that descifrate ( for programmes ) the details about the data format is stored in a playable level. If you look for the next lines in the document: struct tr_cinematic_frame // 16 bytes { int16_t targetX; // Camera look at position about X axis, int16_t targetY; // Camera look at position about Y axis int16_t target2; // Camera look at position about Z axis int16_t posZ; // Camera position about Z axis int16_t posY; // Camera position relative to something (see posZ) int16_t posX; // Camera position relative to something (see posZ) int16_t fov; int16_t roll; // Rotation about X axis }; int16 numCinematicFrames; tr_cinematic_frame *cinematic_frames; You should understand that the file format stores a 16bit field for the number of cinematic frames. It means, the number of cinematic frames is how long the cutscene is! And per each cinematic_frame, there are 8 fields that codes how is each frame, posx,pozy,posz of the camera, where it has to target ( to look at ), etc. It is possible to make a cutscene editor, understanding these paramteres, but first, would be a better idea start tweaking these parameters with an original cutscene.trx file using a hexeditor. Take a look at the full version of the document for better understanding. https://opentomb.earvillage.net/TRos...nematic_frames Good luck!! edit: sorry if i can't reply later, I have no time to check forums offtenly. Last edited by DaroRaider; 05-11-17 at 00:11. |
07-11-17, 11:00 | #44 | |
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Joined: Jul 2007
Posts: 4,183
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This sounds really promising, thank you. I already had in mind some tricks with static cameras in case if this can't be done... but if it can, I'll defo make at least two moving cameras in this. Thank you a lot
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