Tomb Raider Forums  

Go Back   Tomb Raider Forums > Tomb Raider Level Editor and Modding > Tomb Raider Modding

Reply
 
Thread Tools
Old 20-10-24, 06:12   #571
MuruCoder
Member
 
MuruCoder's Avatar
 
Joined: Jan 2018
Posts: 1,417
Default

^ Not yet sadly.
MuruCoder is offline   Reply With Quote
Old 28-10-24, 06:04   #572
KyanoAng3l0
Member
 
Joined: Apr 2024
Posts: 4
Default

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.
KyanoAng3l0 is offline   Reply With Quote
Old 28-10-24, 14:24   #573
JoshDun
Member
 
Joined: Jan 2024
Posts: 38
Default

Quote:
Originally Posted by KyanoAng3l0 View Post
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.
yes, i used some few models from remasters in my game but it was just corrupted and all over the place, i used blender decimate feature to "dumb down" models and engine is properly showing everything
JoshDun is offline   Reply With Quote
Old 28-10-24, 17:03   #574
MuruCoder
Member
 
MuruCoder's Avatar
 
Joined: Jan 2018
Posts: 1,417
Default

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.
MuruCoder is offline   Reply With Quote
Old 02-11-24, 02:39   #575
Zebra
Member
 
Zebra's Avatar
 
Joined: Jun 2007
Posts: 27,016
Default

Quote:
Originally Posted by KyanoAng3l0 View Post
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.
Did you convert the n-gons to triangles (or does the export script do that automatically)? If not, those might be causing issues in-game.
Zebra is offline   Reply With Quote
Old 03-11-24, 03:36   #576
KyanoAng3l0
Member
 
Joined: Apr 2024
Posts: 4
Default

Quote:
Originally Posted by Zebra View Post
Did you convert the n-gons to triangles (or does the export script do that automatically)? If not, those might be causing issues in-game.
I did try converting this model to DAE once, which seems to have converted them for me.

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.
KyanoAng3l0 is offline   Reply With Quote
Old 13-11-24, 10:43   #577
topazlink
Member
 
topazlink's Avatar
 
Joined: Sep 2015
Posts: 201
Default

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.
Attached Thumbnails
Click image for larger version

Name:	Original Medipacks Home Sweet Home bug.jpg
Views:	43
Size:	359.8 KB
ID:	8600  

Last edited by topazlink; 13-11-24 at 10:54.
topazlink is offline   Reply With Quote
Old 22-11-24, 16:53   #578
Khali
Member
 
Joined: Jun 2003
Posts: 44
Default

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.
Khali is offline   Reply With Quote
Old 22-11-24, 17:56   #579
MuruCoder
Member
 
MuruCoder's Avatar
 
Joined: Jan 2018
Posts: 1,417
Default

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.
MuruCoder is offline   Reply With Quote
Old 22-11-24, 18:22   #580
Khali
Member
 
Joined: Jun 2003
Posts: 44
Default

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.
Khali is offline   Reply With Quote
Reply

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 11:46.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Tomb Raider Forums is not owned or operated by CDE Entertainment Ltd.
Lara Croft and Tomb Raider are trademarks of CDE Entertainment Ltd.