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Old 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:
Originally Posted by Titak View Post
When using STRPix for texturing objects, the limit is around 1000.
But the engine itself can go up to 8192 vertices per mesh.
That's the limit for meshes not objects (which can consist of several meshes).
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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Old 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.
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Old 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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Old 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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Old 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
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Old 07-01-21, 15:56   #26
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Oh. My. God. Thank you thank you
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Old 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
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Old 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.
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Old 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.
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Old 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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