www.tombraiderforums.com  

Go Back   www.tombraiderforums.com > Tomb Raider Modding > Tomb Raider Level Editor > Tomb Editor

Reply
 
Thread Tools
Old 15-11-20, 13:36   #21
not again!
Explorer
 
not again!'s Avatar
 
Join Date: Feb 2008
Posts: 969
Default

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.
not again! is offline   Reply With Quote
Old 23-11-20, 07:30   #22
LoreRaider
Archaeologist
 
LoreRaider's Avatar
 
Join Date: Jul 2016
Location: Italy
Posts: 1,473
Default

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
__________________
"Everybody lies, no exceptions."

Last edited by LoreRaider; 23-11-20 at 07:34.
LoreRaider is offline   Reply With Quote
Old 23-11-20, 14:29   #23
not again!
Explorer
 
not again!'s Avatar
 
Join Date: Feb 2008
Posts: 969
Default

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 )
not again! is offline   Reply With Quote
Old 23-11-20, 16:29   #24
LoreRaider
Archaeologist
 
LoreRaider's Avatar
 
Join Date: Jul 2016
Location: Italy
Posts: 1,473
Default

Ohh I see, thanks a lot! Gonna try when I can
__________________
"Everybody lies, no exceptions."
LoreRaider is offline   Reply With Quote
Old 06-01-21, 03:14   #25
not again!
Explorer
 
not again!'s Avatar
 
Join Date: Feb 2008
Posts: 969
Default

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 03:33. Reason: added video
not again! is offline   Reply With Quote
Old 07-01-21, 14:56   #26
AshySlashy
Student
 
AshySlashy's Avatar
 
Join Date: Dec 2019
Location: St. Petersburg
Posts: 187
Default

Oh. My. God. Thank you thank you
__________________
The one who owns a minigun fears not.
AshySlashy is offline   Reply With Quote
Old 07-01-21, 16:42   #27
HaniHeger
Historian
 
HaniHeger's Avatar
 
Join Date: Sep 2018
Location: Brazil
Posts: 387
Default

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
HaniHeger is offline   Reply With Quote
Old 07-01-21, 19:21   #28
not again!
Explorer
 
not again!'s Avatar
 
Join Date: Feb 2008
Posts: 969
Default

^^


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.
not again! is offline   Reply With Quote
Old 07-01-21, 20:50   #29
Medroks
Student
 
Medroks's Avatar
 
Join Date: May 2011
Posts: 176
Default

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 21:12.
Medroks is offline   Reply With Quote
Old 08-01-21, 16:45   #30
not again!
Explorer
 
not again!'s Avatar
 
Join Date: Feb 2008
Posts: 969
Default

^^ 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)
not again! is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 01:41.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2021, vBulletin Solutions Inc.