20-05-17, 15:37 | #71 |
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Joined: Nov 2007
Posts: 7,581
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I'd love better lighting effects really. Perhaps that light, sun and shadow bulbs can light ALL objects properly (like the effect you get when using Blinking Light etc)
Everything wouldn't look so flat then |
21-05-17, 09:09 | #72 | |
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Joined: Jan 2008
Posts: 5,140
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Quote:
However, Moveable Lights only react to the Sun Object and the Room's Ambient Lighting and of course moveable Lights like Flares and Blinking Light Objects, but not Room Lights. Static Meshes on the other hand can be coloured so you can adjust their appearance to it's surroundings which looks better than having a moveable mesh. It looks better to have a static Mesh in a shadowed area than to have a moveable mesh in a shadowed area because the moveable meshes are affected by the sun Light which looks weird in a shadowed area. This is also a reason why I set my Pushable Blocks to Static, because I can adjust them to the wall so you can't see them that easily. Last edited by TR-Freak; 21-05-17 at 09:11. |
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21-05-17, 12:58 | #73 | |
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Joined: Nov 2007
Posts: 7,581
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Quote:
The issue I have is that - if Lara uses a torch item (she'll need it a lot in my game I've made) then having static objects will look bad as they won't react to the torch light. I'm either gonna try merging the object with the level mesh in Meta or have most rooms feature a blinking light effect. |
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25-05-17, 10:01 | #74 |
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Joined: Dec 2011
Posts: 4,872
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Make Diagnostics/log able to print values with the floating point.
-------------- Old animation bugs, but perhaps it is the time to fix them: a, if Lara is wading in the water, with the water surface at her waist, and then steps for a bit higher place, so she will wade with the water surface at her knees, then she will move as if the surface were still at the waist - except if she is jump up now, getting out of the water for a moment. b, if Lara is walking down a slope, stopping at the edge, then actually she freezes, eg. if I hit arrows now to make her turn left/right, then she will do that, but without stepping with her feet, so she will only turn around her vertical axis, as a statue. Last edited by AkyV; 12-08-17 at 12:05. |
27-05-17, 09:01 | #75 |
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Joined: Aug 2008
Posts: 12,070
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This is a halfbaked feature since it doesn't make your meshes react to all lights, but only to dynamic ones. Because of that unless you put a fire next to an object, it will only use AMBIENT room light and it will look even worse than statics with static lighting.
The thing is TR4 does already support full lighting for meshes, but it works only with movable animated objects like ANIMATING or BADDY slots. It would have been absolutely amazing if TRNG could make an option to use this kind of lighting with STATIC meshes too. |
03-06-17, 12:09 | #76 |
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Joined: Mar 2012
Posts: 3,739
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Some suggestions, new slots, purely for cosmetic purposes:
LARA_SPEECH_HEAD5 LARA_SPEECH_HEAD6 ACTOR1_SPEECH_HEAD3 ACTOR1_SPEECH_HEAD4 ACTOR2_SPEECH_HEAD3 ACTOR2_SPEECH_HEAD4 ACTOR3_SPEECH_HEAD1 ACTOR3_SPEECH_HEAD2 ACTOR3_SPEECH_HEAD3 ACTOR3_SPEECH_HEAD4 For gameplay purposes this time: LARA_MESHSWAP1 LARA_MESHSWAP2 LARA_MESHSWAP3 LARA_MESHSWAP4 |
03-06-17, 19:14 | #77 |
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Joined: Apr 2012
Posts: 10,343
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^ PLEASE
I hate using other animating slots (or whatever slot that have the same use for animatings) for this ****. |
12-06-17, 17:22 | #78 |
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Joined: Jul 2007
Posts: 4,183
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Paolone. If you're reading this, could you enable auto backup every x changes by default?
It's unbelievable but I meet more and more builders who have no idea this feature exists, and it's crucial... |
12-06-17, 17:36 | #79 |
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Joined: Jul 2010
Posts: 858
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He took a break, I hope he will continue soon
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26-06-17, 22:18 | #80 | |
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Joined: Mar 2012
Posts: 3,739
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Just a totally random idea I got while reading some things in TRosettaStone.
Quote:
What came to my mind was the water reflection colour. These 8 bits could be used for the intensity of the reflection. The higher it is, the brighter the reflection will be. The lower it is, the darker the reflection will be.
But the real challenge then would be to modify the engine to actually use this, which is another matter. |
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