11-09-16, 21:15 | #2101 |
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11-09-16, 22:31 | #2102 |
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I've gotten ahold of copy of the PC version of 'Tomb Raider: The Lost Artifact'. What do I need to do to get the data files off the CD and where do I put them (running Linux)? I'd prefer not to install Wine or PlayonLinux, unless I had to.
(Edit: figured it out) Last edited by Mister_Dolus; 16-09-16 at 21:51. |
11-09-16, 22:35 | #2103 | |
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Quote:
By the texture though I mean texture which fakes reflection. TR4 golden Lara has it. It looks like GLara reflects room, but it's just a texture with it instead of rendering stuff on the fly. I may be wrong though as I never checked before if TR1 also has such texture. Last edited by Caesum; 11-09-16 at 22:40. |
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11-09-16, 23:03 | #2104 |
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The PS1 reflections are basically just the screen projected onto the object
If you look closely, you can see Lara on the right edge of the crystal. At certain angles you can even see the object itself The same type of reflection was also used in TR2 for metallic objects. |
12-09-16, 06:50 | #2105 |
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Oh, fascinating! So it works in a different way than I thought, not like TR4-5.
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13-09-16, 02:45 | #2106 |
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Nice to see things are still happening! I look forward to testing new features.
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13-09-16, 21:28 | #2107 |
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Is there any way to turn off texture filtering to make the games look more like they did on the PlayStation?
Last edited by Mister_Dolus; 14-09-16 at 06:07. Reason: removed redundant word |
14-09-16, 05:17 | #2108 |
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Not at the moment. It's probably best if you file an issue here:
https://github.com/opentomb/OpenTomb/issues No guarantees can be made about when we will deal with this, because as far as I know, none of the developers (certainly not me) see this as an important limitation. (Why do you want that anyway? I've seen screenshots of the console versions, and my reaction was always, "that's horrible, good thing it doesn't look like that for us") (Technically speaking, there's no way to turn off texture filtering at all; what you want is "nearest" or "box" filtering instead of the trilinear that we're using. But that's a detail.) Last edited by Cochrane; 14-09-16 at 05:19. |
14-09-16, 06:05 | #2109 |
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14-09-16, 10:48 | #2110 |
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Actually, it's very easy to do. Look at World_GenTextures in world.cpp. And despite what have been said cochrane already did this once in backup branch.
I too prefer sharp pixels instead of the blur. |
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