15-11-20, 14:36 | #21 | |
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Regarding the limit of the TR engine that TokyoSU mentioned, this was discussed recently in the Open TRNG Chat:
Quote:
But from what I understand that's very much a theoretical limit - in practice highly detailed models will make the game lag, especially if you use more of them. Personally I try to stay way under 300 for each mesh so I can make everything in the level a bit more detailed and not just a few models. |
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23-11-20, 08:30 | #22 |
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I don't know whether this was asked somewhere else, but I haven't found much, so I guess this is the right place
Which material properties do we have to look for in Blender to change the intensity of shininess and semi-transparency? Thanks in advance EDIT: oops nevermind, looks like it's "Shreen" for shine and "Alpha" for semi-transparency, so I was right about shininess, but it's not shown too much ingame, gonna probably use a different format Last edited by LoreRaider; 23-11-20 at 08:34. |
23-11-20, 15:29 | #23 |
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It's actually the Roughness slider that controls the shininess. But it only works for .obj if I remember correctly; the Blender export scripts for .dae and .fbx apparently do not export the shader setting for shine (speaking only of the new principled shader that was introduced in Blender 2.8 - I haven't tried exporting as .dae or .fbx using an older version of Blender. Maybe it will work with the old Blender shader type - I know that the double-sided faces feature for instance only works with models exported using Blender 2.79 )
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23-11-20, 17:29 | #24 |
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Ohh I see, thanks a lot! Gonna try when I can
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06-01-21, 04:14 | #25 |
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Major news for Blender users (in case you missed it like I did): Bergus has written a plugin that lets you import TR4 Wads directly into Blender! Including animations. Thread can be found here.
Last edited by not again!; 06-01-21 at 04:33. Reason: added video |
07-01-21, 15:56 | #26 |
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Oh. My. God. Thank you thank you
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07-01-21, 17:42 | #27 |
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I always wanted to try this, Lara's model with Subdivision Surface:
Other sides: https://i.imgur.com/OCMu9Ro.png https://i.imgur.com/gaocSPS.png Lara's model with Subdivision Surface (level viewport 6) Other sides: https://i.imgur.com/xMGFaQ6.png https://i.imgur.com/b0vZMz7.png she looks ready Kapu's model bruh: https://i.imgur.com/64bTprF.png Viewport 6: https://i.imgur.com/aA7nCBL.png https://i.imgur.com/23aSoZ8.png I imagine that someone must've tried this before but ah |
07-01-21, 20:21 | #28 |
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^^
I'm currently working on finally putting links to all the relevant / required tools and addons into the first post of this thread, so it should be more informative in the near future. |
07-01-21, 21:50 | #29 |
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You can also use inverse kinematics which will make animations so much easier.
Load up wad > unhide Lara > change to animation window > change pose mode to object mode to click on bone > change back to pose mode > You can change to Viewportshading to see bones better> for example click on hand bone it should be blue when selected > bone constraint properities > add bone constraint > inverse kinematics > change chain lenght to 3 > press G when hand bone is selected and move mouse around etc. I don't remember much about IK in blender. I know there are also targets and pole targets, but I don't remember how to use them. Maybe there is someone more experienced to explain it all. Last edited by Medroks; 07-01-21 at 22:12. |
08-01-21, 17:45 | #30 |
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^^ Thank you very much for sharing the info, Medroks! Can't wait to give it a try.
In the meantime a quick screenshot how to set up the shader nodes to get vertex colors to display together with textures when you are working on room geometry (click for bigger version): You basically add two extra nodes: a Vertex Color node (found under Add > Input > Vertex Color) and a MixRGB node (found under Add > Color > MixRGB), which you then set to Multiply. (I'll add a short video later) |
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