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Old 16-11-16, 11:44   #31
Joey79100
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The flash mesh itself seems to be way brighter than in the original too, which is a good thing!
Okay so I'm in love with that project now.
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Old 16-11-16, 11:58   #32
moodydog
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Fantastic work! Really inspired by all these engines!
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Old 16-11-16, 13:11   #33
Lwmte
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Quote:
Originally Posted by Joey79100 View Post
The flash mesh itself seems to be way brighter than in the original too, which is a good thing!
I think it's just because now opaque gunflash highlighted by the light
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Old 16-11-16, 15:35   #34
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Your project looks better and better. Nice flashlight !
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Old 17-11-16, 01:08   #35
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Wolves are getting smarter. I added basic behavior functions for them 8)

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Old 17-11-16, 11:38   #36
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Sounds great !
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Old 17-11-16, 12:21   #37
dcw123
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TR1 with proper lighting looks beautiful - if I recall only TR2 introduced gunfire which creates lighting?
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Old 17-11-16, 13:26   #38
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Quote:
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TR1 with proper lighting looks beautiful - if I recall only TR2 introduced gunfire which creates lighting?
Yes, I was going to say the same thing
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Old 17-11-16, 14:48   #39
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Quote:
Originally Posted by dcw123 View Post
if I recall only TR2 introduced gunfire which creates lighting?
Correct.
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Old 17-11-16, 15:15   #40
dcw123
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As friggin' awesome as this project is - and this engine is clearly adapted to the classic TR1 to TR Chronicles games.

Do you play to implement any next generation AOD type collision? Or is that already how this works.
I have no real knowledge of 3D stuff.
My guess is Lara can grab any edge which is build for her, right? Unlike the classic grid system where if a ledge was diagonal or not align with edges, she would not grab them (for example, a very thin ledge that is half a square wide)
Meaning, if someone were to make a more complex level mesh - Lara would still grab edges, and so on.
TR with rounded ledges for a change would be awesome hehe

*imagines an AOD level editor*

Last edited by dcw123; 17-11-16 at 15:17.
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