05-05-24, 21:08 | #471 |
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Joined: Mar 2024
Posts: 32
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Hey Muru and Czarpos, the update query in my Blender brought up a 0.7.3 as the latest version - can't find any info on that anywhere, neither here nor even on your Github...
What's up with that, what news are you hiding from us??? |
05-05-24, 21:26 | #472 |
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Joined: Jan 2018
Posts: 1,417
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Czarpos did mention a 0.7.3 hotfix here. There doesn't seem a GitHub release for it but updates via auto-updater script should be getting it.
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09-05-24, 11:54 | #473 |
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Joined: Mar 2024
Posts: 32
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Oh you're right, I remember now. Thank you! Seems I got a little bit too excited in anticipation, haha! I guess with 0.7.3 being about fixes rather than new features, there was no need to update the Github page, even more so with the auto-update in place.
But speaking of, are you guys still up to anything lately related to the TRM file format? One question that bugs me is: do we know what causes the glitches in level textures when using custom texture IDs in mods? I've used some custom, supposedly unused texture IDs on some Lara avatars, but noticed the keyhole texture in her home level at the end of TR2 gone missing. When ai reinstall through Steam, the glitch is gone, although my custom textures are still in the folder, too. So it's obviously not about the textures existing, that messes up any orders or texture assignments ingame. But as soon as I copy my custom Lara, the level texture is buggy again. So it's the custom avatar actually using (i.e. loading) the custom texture IDs, which causes the glitch. Why would that be? Does the game create any temporary textures at runtime, which could clash with the chosen IDs? It seems like through some black magic, the texture IDs of some level textures get shifted when certain, previously non-existing (across all 3 games) IDs are used. I'm at a loss... |
09-05-24, 13:35 | #474 |
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Joined: Apr 2024
Posts: 39
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It's definitely related to the game using the custom textures, the annoying part about it is the inconsistency. For example if you are using such a mod at times TR3 Winston's textures get glitchy, but TR2 Winston is perfectly fine. It's like a weird Triple Jenga, if one thing might work in TR1 it might not work in TR3, when it comes to custom textures. It really seems like gaslighting the game is for now the most worthwhile solution, hence why I made Simplified menu items although it annoys me that a lot less people downloaded it then my Versatile Hair Collection or Versatile Remastered Face. I really hope people don't run VHC or VRF, while Lara's face texture greets them every time they load the game.
Edit: Also it's kinda interesting to me that 8800 is a pairless texture file, as in you only need to put the texture in folder 1. There definitely has to be a way where you can tell a texture ID to work on both folder 1,2 and 3. Last edited by Tms2; 09-05-24 at 14:29. |
09-05-24, 14:26 | #475 | |
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Joined: Jan 2018
Posts: 1,417
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Quote:
I tried a PDP to WAD converter hoping existing WAD tools will work but since original WADs are for TR4 I think I'm encountering issues with Entity Types. I have an assumption that might speed up TRG handling but a bit lazy to code because even if it works there's no guarantee it'll always work. It's a very likely assumption though. I also want to wait a bit in case next patch changes some things. I now know what TEX files are, they can be used as a cheap way to modernise classic levels by replacing textures but stopped working on them because there seems to be an incompatibility with the way TEN level editor saves classic levels and the way Remastered engine expects certain values. They also take effect when a TRG file is absent so maybe they are development left over files and possibly be removed in a future update. My guess is, in programming terms, there's a textures Array created by DLLs. This array normally only contains predefined texture IDs. When a non existing texture ID is used, it probably messes up the array order somehow. |
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10-05-24, 15:02 | #476 |
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Joined: Feb 2024
Posts: 211
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I don't understand why when i use the "scalpel" to create new squares and triangles in the mesh sometimes i can't export the model, it tells me maximum 3 joints allowed per vertex, as if I had modified the weights, but I didn't. this thing happens quite randomly and depends on the TRM in question (for now i have only encountered this problem with OUTFIT_TR2_HOME)
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10-05-24, 15:11 | #477 |
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Joined: Jan 2018
Posts: 1,417
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That can happen when vertices of the face you're cutting have different weights totalling more than 3. Because the new vertex created will have a little bit of weight from all of them. You need to check the number of weights on the newly created vertices.
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10-05-24, 15:48 | #478 |
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Joined: Feb 2024
Posts: 211
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weights still looks the same, i also use normalize and clean function but i can't export it. another strange thing that i noticed about this model is that if i cut it as much as i want without touching the "eye" to switch to another model, then i can easily export it but when i import again this model on blender it doesn't have any changes i made to it XD
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10-05-24, 21:57 | #479 |
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Joined: Feb 2024
Posts: 211
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so i modified the catsuit outfit but exporting it is come out more shiny than normal. i mean...i dont mind but why?
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10-05-24, 23:05 | #480 |
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Joined: May 2006
Posts: 26,493
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