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Old 03-09-19, 07:27   #721
JMN
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^ It's explained better here: https://www.tombraiderforums.com/sho...d.php?t=223244
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Old 03-09-19, 09:05   #722
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Thanks a lot for this update!

Quote:
Originally Posted by Titak View Post
What would be the use for this: "Flat shading mode"?
I tried it and got a sort of "Lara Croft GO" effect on things.
Something like that it's already possible, all you have to do is to unjoint all the vertices each other, and the shine effect will act like a crystal
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Old 03-09-19, 09:26   #723
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Quote:
Originally Posted by LoreRaider View Post
Thanks a lot for this update!


Something like that it's already possible, all you have to do is to unjoint all the vertices each other, and the shine effect will act like a crystal
But it will also massively inflate the amount of vertices in your level if you use it on more than a few objects. Having the engine just render shading like that is much better for a larger scale build.

Is it possible to alter how shading is rendered in other ways? Something resembling cell shading would be amazing.

Last edited by Boobandie; 19-09-19 at 01:48.
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Old 03-09-19, 21:13   #724
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By default, the vertex shader patch removes the hardcoded bluish water effect, and the water becomes totally transparent.

If you want to restore it, the first step is to install (if you have not done it yet) Plugin_AkyVMix02. Download it here: https://www.tombraiderforums.com/sho...90&postcount=2.

You will need three rules:

Code:
 patchpreset=Vertex shader rule 1,1,-1|2000|1|-1|-1|1|128,224,255|-1|0,0,0|0
 patchpreset=Vertex shader rule 2,1,-1|2000|3|-1|-1|1|128,224,255|-1|0,0,0|0
 patchpreset=Vertex shader rule 3,1,-1|2000|4|-1|0|1|128,224,255|-1|0,0,0|0
Since these rules can be applied in any level, you will have to type these commands in all of them:

Code:
; Set Trigger Type - CONDITION 112
; Exporting: CONDITION(112:0) for PARAMETER(1) {Plugin_AkyVMix02}
; <#> : Parameters=PARAM_ACTUAL_CAM,     1
; <&> : Camera. The actual camera has <#> parameters 
; (E) : 
; WARNING:
; If you'll give this trigger to other people or you'll use it with a script.txt different than current
; you should add to the script, first of triggergroup where you'll use this trigger, the following line:
; #define @Plugin_AkyVMix02  1
; Values to add in script command: $018000, 1, $70

#define @Plugin_AkyVMix02 1
TriggerGroup=2000,$018000,1,$70
#define @plugins CLEAR

Parameters=PARAM_ACTUAL_CAM,1,FACTCAM_CAM_ROOM,RTYPE2_WATER,IGNORE,IGNORE
Besides, you can make another set of three rules so that they will create an effect of different colour, and write another condition for them. But keep in mind that the more restrictive rules must be before the less restrictive ones in the list.

And these rules will never change load screens because their condition is not Universe.
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Old 03-09-19, 21:36   #725
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Oh wow, that's pretty powerful stuff! Thank you!
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Old 17-09-19, 15:26   #726
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Little fail with wrong entry (Smoke Emitter White) Watch it in the big version. I know, the values are noted in the description window But i test it without reading it.

Last edited by Nemo20; 17-09-19 at 16:38.
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Old 17-09-19, 17:27   #727
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This private video is cute to look at...
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Old 17-09-19, 17:44   #728
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Ups sorry Its work now.
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Old 17-09-19, 18:02   #729
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Looks like those default water droplets, but flying upwards instead of falling down.
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Old 21-09-19, 19:09   #730
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@ChocolateFan:
You successfully removed wading when Lara goes from 2 click to 1 click water.
Is there a way to do fix the opposite direction, too?

When Lara goes from 1 click to 2 click water, Lara plays the default "Jump in Water" animation even when walking. it would be better to play the animation when lara goes into 2 click water water on a slope (running -> wading)
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