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#1 |
Student
Join Date: Nov 2019
Location: Dallas, TX
Posts: 244
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Or at least, I did my best to recreate the original title screen in a 16:9 format.
![]() Full Sized Version Here. Obviously, it could use some tweaks, but I'd love to be able to convert this into a format that could be used with TR1/TombATI. It seems like that might be coming sometime down the line with TR1Main, but for now I just wanted to share this and see what people think. ![]() EDIT: Here's the current draft for comparison. I appreciate everyone's feedback! ![]() Last edited by Kidd Bowyer; 15-11-21 at 15:43. Reason: Images removed. See FAQ on posting images. |
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#2 |
Administrator
Join Date: Jun 2000
Posts: 59,901
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Looks great Kidd Bowyer, but please see our FAQ on posting images.
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#3 | ||
Golden
Join Date: May 2005
Location: Austria
Posts: 6,545
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I think, tlr_online is referring to these:
Quote:
Quote:
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~ Die Welt? Ein Tor. Zu tausend Wüsten, stumm und kalt. ~ |
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#4 |
Student
Join Date: Nov 2019
Location: Dallas, TX
Posts: 244
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Ah, I was reading the wrong FAQ. Hopefully it's fixed now.
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#5 |
Archaeologist
Join Date: Aug 2011
Location: New York
Posts: 2,112
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That's really beautiful Kidd!
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#6 |
Student
Join Date: Nov 2019
Location: Dallas, TX
Posts: 244
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I'm looking into it at the moment. Currently, with stuff like TombATI, you can see the current Title Screen as "TITLEH.PCX", a type of bitmap file.
Even if I use GIMP or an online converter to try and convert the image, replacing the "real" TITLEH with mine causes the game to crash on reaching the title screen. It could be something to do with file encoding, or maybe the TITLE.PHD file specifies that it needs to be a Title Screen of a specific size/color profile... I know Arsunt has mentioned that in future versions of TR1Main, there's hopefully going to be a built-in option to use custom title screen images, so I'm hoping that'll help us to be able to use it when we play TR1! ![]() |
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#7 |
Golden
Join Date: May 2005
Location: Austria
Posts: 6,545
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Very cool!
Thanks for sharing ![]() I'd personally prefer if the scion's gems would not be affected by the red hue to make sure they glow 8n a strong yellow as much as they do in the original - but that's just nitpicking, really.
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~ Die Welt? Ein Tor. Zu tausend Wüsten, stumm und kalt. ~ |
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#8 |
Student
Join Date: Nov 2019
Location: Dallas, TX
Posts: 244
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No, that's absolutely valid. Part of the reason I wanted to post it is because I wanted to see if there were any obvious tweaks/edits I could make to make it seem more authentic.
![]() This is after just a small adjustment, but I can absolutely make it so the gems are above the red overlay - it'd just require some more HSL / curve tweaks. ![]() |
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#9 |
Archaeologist
Join Date: Feb 2012
Location: In my bedroom (most likely).
Posts: 1,470
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I'll show this to rr-, this looks fantastic. I'll see about adding this to Tomb1Main.
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Mods: TR1 Sound Overhaul, TR2 Remixed, TR3 Transformed and TR4 HD. |
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#10 | |
Student
Join Date: Nov 2019
Location: Dallas, TX
Posts: 244
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![]() Quote:
![]() For now, here's the current version of the title screen, based on ANoDe's suggestions. I think it looks much closer to the original screen now. ![]() ![]() And here's the link to the full-res, 1080p version. Last edited by Kidd Bowyer; 15-11-21 at 19:59. Reason: Fixed broken link. |
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