www.tombraiderforums.com

www.tombraiderforums.com (https://www.tombraiderforums.com/index.php)
-   Tomb Editor (https://www.tombraiderforums.com/forumdisplay.php?f=31)
-   -   Announcing the TR5Main Project (https://www.tombraiderforums.com/showthread.php?t=220730)

MontyTRC 21-07-18 15:22

Announcing the TR5Main Project
 
Hi :)

I've said in the past weeks that I was working on a new project. And now, it's time to announce it.

This new project is called TR5Main and takes its name from TR2Main by Arsunt, the project who inspired my work. Thanks to Asunt teachings, I was able to patch PCTomb5.exe for adding a new external DLL, of course called TR5Main.dll.

What will I do with this DLL? A lot of stuff :D

Decompilation of functions
With the ability of referencing functions and variables inside the EXE space, like for TR2Main, I can selectively decompile functions of my interest for expanding limits or changing some behaviours of the game.

Patching
Sometimes decompiling a function is too hard, expecially for changeing just a bit of code. In this case, the DLL patches at runtime the EXE memory for adding new functionalities.

Adding objects from past TRs
Exposing the EXE code inside the DLL, I can directly port objects and traps from other TRs to TR5. I've reused all the MIP slots and I have expanded a bit the object list up to 498 slots (TR5 unpatched has 460 slots).

New platform code
And now the part that mostly excited guys on Discord :jmp:
For sure you know that TR5 is written with old APIs, all deprecated. DirectInput, DirectSound, DirectDraw, etc.
The main goal is to port everything to a more modern system using DirectX 9 and Win32 apis.
I've already deleted DirectInput from the EXE (I use only Win32 apis now).
And I'm writing a new renderer with DirectX 9 :jmp:

Here's what I've already done:
  • Expanded statics limit up to 1000 statics
  • Increased number of concurrent active items up to 32
  • Removed DirectInput and used Win32 apis
  • Ported some old decompiled enemies to TR5: shark, diver, tiger, cobra, spikey wall, tribes man, tiger, baracudda, t-rex, spinning disk blade
  • New renderer: I can already render and play levels. Already working: Lara with skinning, hairs with skinning, rooms with vertex colors, moveables and statics, flyby cameras, triggers, text rendering (with true type fonts!), horizon, bars
  • Bigger game buffer (128 MB instead of... 5 MB)
  • Some bugs of the original EXE already fixed

If the project will be completed, TR5Main will become the official engine of Tomb Editor and this will allow me to do also small little changes inside the file format for adding custom functionalities.


Now it's time for some pictures :)

http://www.tombeditor.it/temp/TR5Main-1.jpg

http://www.tombeditor.it/temp/TR5Main-2.jpg

http://www.tombeditor.it/temp/TR5Main-3.jpg

http://www.tombeditor.it/temp/TR5Main-4.jpg

Caesum 21-07-18 15:41

This project seems extremely promising and personally I can wait to get my hands on it. :tmb: Judging by the sound of it it seems you are already quite far in production too.

MontyTRC 21-07-18 15:46

There's a lot of work to do. But now I have the base blocks: cameras, rooms, objects, text, render to texture. Now I can add functions more easily. :)

tlr online 21-07-18 15:50

Many awesome. :tmb:

Shakira Croft 21-07-18 15:52

Amazing! Can't wait to see more too :tmb:

LGG_PRODUCTION 21-07-18 16:04

Is that a sort of TRNG for TR5?
Will we able to use skins like this on TR5 levels?
https://www.deviantart.com/lgg-produ...tfit-754603335
I would like to see those old enemies in TRNG too :)
I'm curious about this project and I love TR5 :)

RocketLombax 21-07-18 16:27

Ooh, this is exciting! I've been wanting this kind of stuff for a long time, so it's good to see the team working on this! I look forward to seeing how things go in the long run. :jmp:

Alex Fly 21-07-18 17:00

Wow this sounds really exciting! Great work! :tmb:

klona 21-07-18 18:20

Is it possible to add the missing functions from the PSX versions?
e.g. Room type echoes and footsteps

Quasar NEO 21-07-18 18:21

That sounds interesting, I hope we will be able to use TRNG with this! :p

MontyTRC 21-07-18 18:49

I will not develop a compatibility layer. I will add many of the functions of TRNG, but in my way. I've big plans :)

Titak 21-07-18 19:19

Quote:

Originally Posted by MontyTRC (Post 7931619)
I will add many of the functions of TRNG

Sounds very very good. :tmb:
The TR5 engine is better than the TR4 one in many ways, and having the TRNG features added to it, will just make it perfect. :D

Piega 21-07-18 19:26

A new renderer??? Does it mean we have finally mipmapping and antialiasing????

not again! 21-07-18 19:39

This is such exciting news, I can't wait. :admles: I 'm especially excited about the possibility to add fake ambient occlusion to room geometry via vertex colors.

-Roli- 21-07-18 20:05

Can't wait to see more! :cln:
Thank you so much for working on this!

Dustie 21-07-18 20:14

Quote:

Originally Posted by Piega (Post 7931647)
A new renderer??? Does it mean we have finally mipmapping and antialiasing????

From what I understood, yes. Probably even proper shadows :)

Baratheon 22-07-18 06:33

Whoa, Monty. This is awesome! Thank you. ♥️

Boobandie 22-07-18 07:08

I can't wait to finally have smooth animations. :jmp:

Sabatu 22-07-18 07:09

this is great new :D I like TR5 engine more. Flare and flame have more light ( wich I like) and yes water have still white shadows . but in tr5 water look better :D idk why :D btw.. changing white shadows in the water in tr4-5. is that possible ? here in this tr5new project or in tr4 (like plugin ?) or not :( :)

Retro Raider 22-07-18 08:12

Wowsers! Looking forward to this one. :yah:
All the best Monty!, you're a star!

Ruu11 22-07-18 09:42

So all vehicles from TR3 could be finally fully working with TR4-5 engine???

klona 22-07-18 10:36

I have a weird question. Is it actually TR5 or just something better?

If it is more advanced than TR5, maybe it can be called TRX instead or something.

FantaseaII 22-07-18 13:42

Congrats my friend so far :P Jumanji is proud of you

laras 22-07-18 19:05

This is so exciting! :jmp:

Caesum 22-07-18 19:13

Quote:

Originally Posted by klona (Post 7932249)
I have a weird question. Is it actually TR5 or just something better?

If it is more advanced than TR5, maybe it can be called TRX instead or something.

Quote:

Expanded statics limit up to 1000 statics
Increased number of concurrent active items up to 32
Removed DirectInput and used Win32 apis
Ported some old decompiled enemies to TR5: shark, diver, tiger, cobra, spikey wall, tribes man, tiger, baracudda, t-rex, spinning disk blade
New renderer: I can already render and play levels. Already working: Lara with skinning, hairs with skinning, rooms with vertex colors, moveables and statics, flyby cameras, triggers, text rendering (with true type fonts!), horizon, bars
Bigger game buffer (128 MB instead of... 5 MB)
Some bugs of the original EXE already fixed
Quote:

Originally Posted by MontyTRC (Post 7931619)
I will not develop a compatibility layer. I will add many of the functions of TRNG, but in my way. I've big plans :)

In other words: it is TR5 and more, so much more.

Erikku 22-07-18 23:47

Amazing!!! :D

VictorXD 23-07-18 01:32

Awesome! I can't wait for this.

MontyTRC 23-07-18 08:41

I will import old vehicles in TR5. Unfortunately, Core Design removed almost all code references to vehicles from the code so I will have to decompile many functions for adding them. But this is one of the few cases that it's fine to spend time.

DunHill 23-07-18 08:49

So basically everything is written in the DLL as the D3D9 renderer ?

And to what extent can be the improvements on the engine ? could we expect some day to be able to have an alternative and more modern lighting method, including real time shadows in levels ? or even better texture or geometry ?

Congrats on all the work you're doing, and thanks for keeping the TRLE world fresh and renewed :tmb:

LGG_PRODUCTION 23-07-18 09:18

I think someone has the code of TR3 :)

MontyTRC 23-07-18 09:44

The renderer is not a simple wrapper that converts DX6 calls to DX9 calls. It's a brand new module and I can do whatever I want. Including better lighting, shadow mapping, water reflections, etc.
For now I'm writing a base renderer, just for linking all pieces of code together. Of course, the next step will be add special effects and better lighting.

Dustie 23-07-18 10:49

It's a replacement, it's your own renderer written from the ground up, pretty much :) You're on your way to becoming a godsend to the community once again :p

DunHill 23-07-18 11:28

Well wow, that is freaking amazing! Congrats again :D

Boobandie 23-07-18 12:38

Will you be able to add weapons from previous TR games for more than six guns and customise their ammo types and varieties? (Choosing to have the shotgun have one ammo type or two for example.)

-Roli- 23-07-18 17:54

Quote:

Originally Posted by MontyTRC (Post 7933214)
The renderer is not a simple wrapper that converts DX6 calls to DX9 calls. It's a brand new module and I can do whatever I want. Including better lighting, shadow mapping, water reflections, etc.
For now I'm writing a base renderer, just for linking all pieces of code together. Of course, the next step will be add special effects and better lighting.

Please, please, please... update us on everything! :jmp::cln:

Piega 24-07-18 06:33

And for all the current projects made with TombEditor will they work?

MontyTRC 24-07-18 11:11

TR5Main will be the official engine of Tomb Editor :) I will try to make it possible.

klona 24-07-18 11:23

Someone told me the new engine won't play regular tr4 files.
So would it be possible to port previous levels from trle/ngle with all of their functions into tomb editor and then export the new data file to be played in the new engine?

Boobandie 24-07-18 12:18

Why? Already released custom games play right out of the zip file, and many are encrypted so their assets can't be ripped.

This engine is going to handle things differently anyway from the looks of it so TRNG functions wouldn't be compatible.

If any builder wants to remaster their previous projects they can, Tomb Editor can port old .prj's and wads to the new format, it's just a lot of object setups would need to be redone.

LeelooBastet 24-07-18 15:27

So wonderful and exciting http://www.tombraiderforums.com/imag...ies/jumper.gif

Is it possible to smoothe floor + floor collision (i mean instead of 4-clik cubes, having 8-click ones, so we could get 8 different slopes ? (smoother landscapes)
I mean if you can make your own engine + behavior, then maybe you can change walking/sliding behavior too, and force walk on slopes) :p

And maybe we could get very high shapes (no more 100-click limit) ? And bigger rooms ??
And OPEN WORLDS ???
ANd ....uhhh... galactic possibilities ???? http://www.tombraiderforums.com/imag...ies/jumper.gif (im dreaming but well...)


All times are GMT. The time now is 17:00.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.