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Old 05-03-24, 08:15   #1
MuruCoder
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Default TRG File Format (Tomb Raider I-III Remastered)

This file seems to be keeping the modern geometry data for levels. I tried to see if I can make an import/export script for this. So many unknowns but managed to figure out skipping over unknowns.


FORMAT INFORMATION

BLENDER IMPORT TEST SCRIPTS

Last edited by MuruCoder; 25-03-24 at 12:20.
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Old 05-03-24, 10:12   #2
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Exciting stuff!
I would think there might be some confusion on the texture data for room geometry as it would (probably) be similar to a Tomb Engine/Tomb Editor method where custom UV mapped room geometry overlaps original editor blocks textured to be transparent in order to allow better texturing while keeping the original collision.
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Old 05-03-24, 11:02   #3
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Nice. I'm not good with level editor but it would be cool to see new levels made with the remastered graphics. TEN engine is the closest thing to these graphics. It seems to me that there were already methods to import models in game, even if very few people used them
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Old 05-03-24, 11:18   #4
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Quote:
Originally Posted by Jiraz View Post
Nice. I'm not good with level editor but it would be cool to see new levels made with the remastered graphics. TEN engine is the closest thing to these graphics. It seems to me that there were already methods to import models in game, even if very few people used them
Indeed. Importing to blender for porting to TRLE is very straightforward as you can also resize the textures in blender

Porting for TRNG and below though wil require retopology to keep tex infos at bay as the polycount is a bit high.

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Old 07-03-24, 01:55   #5
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Some textures seem to have some sort of parallax occlusion type effect. Maybe that's what the extra UV info is for?
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Old 17-03-24, 23:52   #6
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Chatgpt and i are gonna take a crack at this tonight
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Old 18-03-24, 06:54   #7
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I think unknown data has Shader info similar to TRMs, I managed to parse certain files (just skipping over unknown data) but does not fit all so still needs work.

Quote:
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Some textures seem to have some sort of parallax occlusion type effect. Maybe that's what the extra UV info is for?
Maybe. They could also be for vertex colors, to use as static lighting.
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Old 20-03-24, 07:41   #8
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I'll never understand how you programmers so seamlessly understand the reverse, data/binaries' etc. math and such. that's so confusing and jumbled when you try to explain it.
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Old 22-03-24, 13:03   #9
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^ Yeah, and all I know is enough to realize how little I know, imagine that

So those 6 values near vertex UV data can be for lighting. Ambient perhaps but not sure why there are 2 of them.

Here're some cutscene maps loaded with those values as vertex colors. One batch seems lighter.

Click image for larger version

Name:	trg_vertex_light1.png
Views:	24
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ID:	4293 Click image for larger version

Name:	trg_vertex_light2.png
Views:	26
Size:	21.0 KB
ID:	4294 Click image for larger version

Name:	trg_vertex_light3.png
Views:	26
Size:	32.8 KB
ID:	4295 Click image for larger version

Name:	trg_vertex_light4.png
Views:	22
Size:	19.3 KB
ID:	4296 Click image for larger version

Name:	trg_vertex_light5.png
Views:	32
Size:	32.3 KB
ID:	4297
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Old 22-03-24, 17:04   #10
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Quote:
Originally Posted by MuruCoder View Post
^ Yeah, and all I know is enough to realize how little I know, imagine that
I could never learn due to being horrible at math, nearly failing. i could only write stories.
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