22-11-16, 10:38 | #21 | |
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22-11-16, 11:02 | #22 |
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22-11-16, 19:13 | #23 |
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^
As I told you, but I'm telling it again for those who don't know yet: you didn't need FexAnim at all anyway. This is an interesting addition though! Makes the process even faster. Just some little things I have to tell you about: When I select, let's say MOTORBIKE (so it is displayed with Lara too), that I play an animation, and I right click, the program crashes. Also, it seems the frame interpolation for the second object (in this case, Lara), isn't calculated. Minor but annoying bug: sometimes, when I right-click to move the camera, the object just seems to be thrown somewhere. I mean, I can't see it anymore. But it doesn't always happen, I don't know when it does exactly. May I give some suggestions (not requests) or is it just mostly about fixing TRViewer's problems? |
23-11-16, 00:18 | #24 |
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Sure you can give suggestions but I may not be able to implement them.
I'm really not expert in MFC/C++ that TRViewer uses and changes to user interface like the camera would be difficult for me. |
23-11-16, 05:41 | #25 |
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Well I was about to say that the camera was a pain in the ass to use.
So I'm listing all the things that come in my mind. Don't take them as a request, because I'm literally writing everything that pops up in my head. These are things that I think could be interesting, but not necessary:
Oh and some other crashes related to multiple objects in the same scene: if the chain mode is activated, at the end it seems to crash. And when double-clicking when an animation is selected... it has crashed once or twice, but I'm not able to do it again. It was after viewing several objects though.. Though, these crashes, and the one I've told you before, seem to happen only with my Motorbike in MY custom level, and not with the jeep. With the motorbike she is misplaced too in my level, while with the original bike she's placed correctly. (I can send you my level file if you wish) A little but with the chain function and multiple objects: if the chain function is activated, it seems to work only for Lara. The vehicle plays its animation in loop mode. I guess that's all for now. |
23-11-16, 06:59 | #26 | |
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Quite a list. I'll study later.
Please download new version. Quote:
Last edited by sapper; 23-11-16 at 07:01. |
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23-11-16, 19:01 | #27 |
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Thanks for the update!
Oh, one last thing I forgot: it seems TRViewer reads the textures a bit badly. The border pixels seem to be missing, which results in cropped textures and is quite visible. Actually, TR4's XNA Lara model is based on something exported from TRViewer I think, because it shows the exact same problem... problem which isn't present in WadMerger, nor in the game. Here's an example with TR4's Lara (I haven't checked with other models, but I think it happens with other versions because XNA Lara model of TR3 Lara is missing a bit of the eyebrow): (don't mind the "pit" in her hair, it's just a matter of point of view) |
29-12-16, 15:36 | #28 |
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What's the deal with those extra lines of pixels anyway? I swear she has a 1-pixel wide line of navy blue colour going along the sides of her nose in Tomb Raider Chronicles which bugged the hell out of me everytime a cutscene went off. The rest of her model was always correct...
While we're at it, I think the lips also show there's a bit too much of the texture cropped from the sides, as well as her cleavage. |
29-12-16, 18:07 | #29 |
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Isn't it due to blinear filter? In game there are also one pixel gaps between textures. There is fix for this, I believe in tutorial section.
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29-12-16, 19:05 | #30 |
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The blue line is because the nose texture is drawn on a patch of blue, from what I remember. This can be fixed quite easily in TR4 and The Times, albeit it's tedious. I'll quite happily do it myself once I sort out some RL stuff. TR5 is a different story, though. Haven't seen any tools for manipulating textures that work with it, I'm afraid.
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