Quote:
Originally Posted by TRJTA
OMG this is amazing! With what version of the game are you making these adjustments. I remember SLAYER's Ultimate Patch, which combined all of the best versions of the level geometry files. Are you using that? It would save a lot of work.
I know of quite a lot of more flipped surfaces. It would be so awesome if you could fix them all!!
These fixes definitely deserve their own thread. Please make one!
I knew about these faults. Especially Nr. 1.
1. Gate is invisible (I looked behind the gate and it looks like it's not a flipped surface, but perhaps it also has transparancy enabled?)
2. White textured part of the building
These textures are supposed to be there:
3. Weirdly textured rainpipe.
I don't know if you can fix them, but maybe you can look at these?
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I'm working on Slayer's GMXs.
1) There are no poly at all, that's why it's invisible
Maybe I could add them but it would also require adding new vertices (because of the different UV mapping from the rest of the gate). It's possible but it takes time. I'm not considering fixing it soon.
2) Really odd, needs more investigation but not now.
3) As soon as I confirm my suspects on UV coordinates it'll be easily fixable
Quote:
Originally Posted by TRJTA
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Ghetto has some flipped polygons (easy to fix) and some
missing polygons (like the ones on the church). The latter are harder, like the gate mentioned before.
I've not checked all this bug yet but I think 50% of them could be fixed in 3-4 days. 100% of them with 2-3 weeks (maybe
).
Quote:
Originally Posted by SLAYER
If nakamichi would post instructions, or maybe a video detailing his basic work flow for flipping a texture, I'm sure others can join the bug hunt.
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I've posted something here:
http://www.tombraiderforums.com/show...&postcount=287
Quote:
Originally Posted by nakamichi680
For those who would like to make a tool that extract meshes from map files, this is what I've discovered so far.
http://i.imgur.com/zsoltIF.png
Sorry if I made some mistakes, I'm not used with this kind of file structure representation.
This is part 1, I'll add more things on map files in the next days.
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With appropriate tools it'll be possible to export meshes, change and put them back within two seconds.