20-10-24, 06:12 | #571 |
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Joined: Jan 2018
Posts: 1,417
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^ Not yet sadly.
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28-10-24, 06:04 | #572 |
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Joined: Apr 2024
Posts: 4
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Is there a limit to the poly count? I once tried to port timblewee's super-detailed and accurate IBM keyboard model for the Controls menu, but it looks screwed up in-game. I've gone for T4iri's instead, which I released on NexusMods a month ago. I'm still re-learning Blender, tho, so I might've done something wrong.
Last edited by KyanoAng3l0; 28-10-24 at 06:05. |
28-10-24, 14:24 | #573 | |
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Joined: Jan 2024
Posts: 38
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28-10-24, 17:03 | #574 |
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Joined: Jan 2018
Posts: 1,417
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I'm not sure what the limit is but there might be one. The page of the keyboard you linked says "Triangles: 64.9k Vertices: 47.1k". That might be a lot for a single object in remasters engine.
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02-11-24, 02:39 | #575 | |
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Joined: Jun 2007
Posts: 27,016
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03-11-24, 03:36 | #576 | |
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Joined: Apr 2024
Posts: 4
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Quote:
I also did some texture baking. I may have done something wrong in the process. The only texture this model uses by default is the IBM logo. Btw, the keyboard's labels are a part of the model itself, so yeah, super detailed, lol. Gonna re-try this when I have the time. Thanks for the replies! Last edited by KyanoAng3l0; 03-11-24 at 03:39. |
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13-11-24, 10:43 | #577 |
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Joined: Sep 2015
Posts: 201
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No idea if this is the right place to ask, please direct me to where I should post this instead.
I need help with a mod of mine: https://www.nexusmods.com/tombraider...tered/mods/562 I used TRtexture to replace the medipack textures in the remaster's classic files with their originals, however "Home Sweet Home" (house.tr2) is giving me problems. If I replace any texture on Page#11, it causes parts of her bathrobe texture to become transparent in-game and I don't know how to stop it. I need to do it because there's a medipack texture on that page. If I replace any other textures on any other pages, it doesn't happen. I'm now concerned that other levels could have the same problem. I need a fool-proof way to replace textures. I've tried TRViewer and PixStr and they seem to have problems of their own depending on what game you're modding. Last edited by topazlink; 13-11-24 at 10:54. |
22-11-24, 16:53 | #578 |
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Joined: Jun 2003
Posts: 44
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Hey Muru, I'm coming back after a long while and working on something but I'm trying to add gloss to an object and I'm not sure I understand how it works.
I know that the shaders are working because I tested alpha transparency with success. It completely made the parts I want glossy to appear and the rest of the model transparent! Which is awesome, because this opens up my next mod idea! With the alpha working, I know the gloss shader is being applied, I just can't seem to get it to actually work. What I'm trying to do is get the texture to be reflective, the end goal would be the shader for when Lara touches Midas' hand but I don't even know if we've made it that far so I'll settle for any simple fake reflection. |
22-11-24, 17:56 | #579 |
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Joined: Jan 2018
Posts: 1,417
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I'm not a 3D modeller so it's been a while I modded myself but I remember for reflection to work properly, you needed a texture to be included and setup correctly to serve as the environment map. Go to Github page and try reading the TRM Shader Settings part, especially the Cubemap ("Glossy" Only) and see if it helps.
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22-11-24, 18:22 | #580 |
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Joined: Jun 2003
Posts: 44
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I'm so close to the end of this now, I have the effect working and all that good stuff, but I can't get my actual texture ID to show up in the list for the cubemap like other items. (I'm using SECRET_ITEM_GM3 as an example) Any idea why this might be? It works, but the base texture is corrupted. This is the typical error if the texture for example, did not exist so it just loads whatever the first texture the level loads. So it changes my texture as soon as the scene loads in, it's never the same. It appears to be displaying the correct texture as the gloss effect though.
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