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Old 18-06-21, 06:11   #901
TR-Freak
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Is there a possibility to make Lara pickup every item in a certain radius, just like in TR1-3?
TR4+ Pickups are so cumbersome because you need to pickup every single item.
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Old 18-06-21, 11:38   #902
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Is there a possibility to make Lara pickup every item in a certain radius, just like in TR1-3?
TR4+ Pickups are so cumbersome because you need to pickup every single item.
That would definitely be cool.

In the meantime, I've been using a pickup trigger with a flipeffect to add items to inventory if I want Lara to pick up many items in a single small area (also saves on moveables in the level)
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Old 18-06-21, 20:17   #903
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Yes, but you need to script it.
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Old 20-06-21, 18:17   #904
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I feel like I'm asking for way too much but... Is there any way to change how textures with alpha blending behave near textures with transparency?

I'm trying to use a texture that is 50% visible as water surface (its layer is set to 50% in photoshop) and TR Engine correctly renders that. The problem is this texture causes extreme clipping with sprites that appear when Lara is in the water (eg. the circle around her has terrible z-fighting). It seems TR engine ignores drawing textures with additive (etc.) blending added if they are behind textures with transparency. Is it possible with FLEP to fix it, or is it something that can be only solved with a whole engine rewrite like TEN?

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Old 21-06-21, 04:07   #905
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It is not possible without changing the whole rendering.

The reason why additive "works" is because additive doesn't need sorting.
When you apply an alpha-blended texture, the game simply can't figure out in what order it should render things. This is a problem even engines today have issues with (there are several tricks to avoid it though, but not applicable to TRLE)
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Old 21-06-21, 16:06   #906
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Oh well, that's what I thought to be honest. Thanks for the answer.
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Old 23-06-21, 01:59   #907
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Any way a flep patch could make the ripples on water surfaces expand to bigger sizes like they did in tr3?
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Old 28-06-21, 12:43   #908
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Would it be impossible to have a SMASH_OBJECT be triggered when shoot and triggered? I tried with NGLE flip effects, and I can’t do it.

Also, there was an old TREP patch that let you change the sound of all shatters after a certain limit, so you would have some that sound like wood, and others like glass. Is that still possible? That, or setting each shatter sound ID separately?
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Old 28-06-21, 16:54   #909
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Originally Posted by matrix54 View Post
Also, there was an old TREP patch that let you change the sound of all shatters after a certain limit, so you would have some that sound like wood, and others like glass. Is that still possible? That, or setting each shatter sound ID separately?
I'm currently using a TRNG workaround for that:
TG= condition that shatter sound is playing, stop the shatter sound, play custom shatter sound. (wood, glass pottery, whatever you want)
Heavy-trigger this TG underneath the shatter.

It does work, but it is ofcourse more hassle than being able to assign sounds to objectslots with a patch.
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Old 28-06-21, 17:04   #910
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Would it be impossible to have a SMASH_OBJECT be triggered when shoot and triggered? I tried with NGLE flip effects, and I can’t do it.
If works if you use explosives. I tested this a good while ago with the shatter objects from TR3; as far as I recall, no trigger and no special setups required. You can also make them shatter by jumping through them, as in TR2. (It's possible that you need to activate the Code Bits for that to work, though.)

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