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Old 29-11-19, 00:00   #1071
nakamichi680
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4K AoD render made with Radeon ProRender 2.8

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Old 29-11-19, 08:54   #1072
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So you've managed to export the zone file without hitches? I'm sucking for the source you know

About the render - it definitely looks 2003 but like render 2003 - maybe for a post card or concept art.
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Old 29-11-19, 09:03   #1073
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So you've managed to export the zone file without hitches? I'm sucking for the source you know

About the render - it definitely looks 2003 but like render 2003 - maybe for a post card or concept art.
There are still few shaders that need to be implemented (like fur, glass, specular, metal...)
What's the problem with your exporter atm?

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Old 29-11-19, 09:27   #1074
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Oh you know same old textures wrapping in a weird manner sometimes problem.
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Old 29-11-19, 10:38   #1075
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Maybe it's a bug of the viewer, have you tried opening it with other programs?
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Old 29-11-19, 12:43   #1076
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I'm pretty sure that's not the issue since IRC the Sketchup exporter also have it the same as the JavaScript one.

On a side note I've a MITM for rr gdbserver to work with IDA.
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Old 05-12-19, 01:13   #1077
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More random traodle renders made with maya hardware 2.0 and radeon prorender 2.8. There are still some issues with prorender and transparency.
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Old 05-12-19, 12:49   #1078
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Quote:
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4K AoD render made with Radeon ProRender 2.8
This is the cutscene, where lara gets out of Luddick's car, right? I had no idea it had a street fully decorated...

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More random traodle renders made with maya hardware 2.0 and radeon prorender 2.8. There are still some issues with prorender and transparency.
I like the middle one. With a few lights (blinking and/or red colored) it could really give the impression of the power being cut off... really cool!
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Old 05-12-19, 21:42   #1079
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Quote:
Originally Posted by Zsott View Post
This is the cutscene, where lara gets out of Luddick's car, right?
You guessed it


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I like the middle one. With a few lights (blinking and/or red colored) it could really give the impression of the power being cut off... really cool!
Yes, I had the same thought. The game uses vertex colors for world lighting and spot lights for characters illumination.
Since ProRender doesn't use vertex colors I imported original level lights from the RMX file to illuminate the level. That's why many areas are darker, because core programmers didn't put lights in those places.
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Old 09-12-19, 06:11   #1080
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So is it just me or has the download link for this mod vanished?

Parisian Ghetto Beta Mod
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