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#121 |
Tomb Raider
Join Date: Aug 2008
Location: Poland, Warsaw Gender: Male
Posts: 12,046
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Lwmte, Titak is confused because ChocolateFan said something that can be understood as a direct negation of your statement.
![]() Titak, the rainbow lighting bug only appears in Tomb Editor, therefore the fix only works with the levels made with Tomb Editor. The rainbow lighting effect happens because Tomb Editor internally uses 32-bit colours for vertex lighting, but original Tomb Raider engine uses only 16-bit lighting, so the editor converts 32-bit lighting to 16-bit while compiling level. This conversion causes precision loss, which appears as a rainbow/oily lighting in the level. This bug is not present in original winroomedit.exe and ngle.exe because they work with 16-bit lighting already, so there's no conversion/precision loss present. Now what FLEP patch does is it makes it possible to use 32-bit lighting in Tomb Raider itself. When you apply it and enable 32-bit lighting option in Tomb Editor, there's no conversion happening, so there's no lighting bug. Long story short, this patch fixes a very old Tomb Editor issue, but it doesn't in any way enhance lighting in winroomedit/ngle. Last edited by Caesum; 07-02-23 at 08:36. |
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#122 |
Archaeologist
Join Date: Sep 2017
Location: Spain
Posts: 1,051
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Wait... The random colored lights thing is finally FIXED???????????
This is a moment in TRLE history omg ![]() |
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#123 | |
Archaeologist
Join Date: Aug 2010
Posts: 1,788
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For your information, for the last 2 years or so, TE already shows correct lighting output consistent with 16-bit depth of tomb4, if game version is set to it. Also I am afraid it wasn't addressed by Choco in her changes to TE, so current version of Tomb Editor still shows 16-bit lighting in 3D view, when you are working on a tomb4 target. |
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#124 |
Explorer
Join Date: Dec 2017
Location: I am female
Posts: 504
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winroomedit.exe and ngle.exe also use 32-bit lighting internally:
Code:
byte lightR = reader.ReadByte(); byte lightG = reader.ReadByte(); byte lightB = reader.ReadByte(); byte lightOn = reader.ReadByte(); |
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#125 |
Tomb Raider
Join Date: Aug 2008
Location: Poland, Warsaw Gender: Male
Posts: 12,046
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Ah okay so winroomedit just handles 32-bit to 16-bit lighting thing better. Either way the patch is only for TE since it has an option to compile levels with 32-bit lighting instead of hammering it down to 16-bit, right? If yes then my point still stands.
Last edited by Caesum; 07-02-23 at 18:14. |
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#126 |
Hobbyist
Join Date: Jan 2016
Posts: 22
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Hi, I was fiddling with the new blending modes and noticed something:
if I use the new blending mode n°5 (source inversion mode), the maximum black I can get is the same black as Lara's shadow ![]() which is cool enough, but when I try to use it with the footprints gives me dull results, because the black isn't dark enough. Even using custom blend modes, there's no way to ged a darker black, no matter what. I also noticed that when two footprints overlap, they add their colors on top of each other. My question is: is it possible to change the new blending modes patch adding a new blending with darker shadows? (i.e. adding two source inversions or multiplying one?) |
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#127 |
Explorer
Join Date: Dec 2017
Location: I am female
Posts: 504
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Latest version: first post.
Fixed patches:
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#128 |
Hobbyist
Join Date: Jan 2016
Posts: 22
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#129 | |
Archaeologist
Join Date: Oct 2017
Location: Brazil
Posts: 1,158
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__________________
''dare to come down to me,Yeah,That's right! let's dance!.'' Last edited by PedroTheGamer; 23-02-23 at 16:52. |
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#130 |
Historian
Join Date: Sep 2020
Location: France
Posts: 298
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Thank you for all the great patches.
![]() A suggestion~ would it be possible to port tomb4's Gameover menu to trng? ![]()
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Slightly confused |
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