28-01-20, 15:37 | #361 |
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This progress is amazing!
I'm curious about one thing: does this mean LUA will be required for all scripting in TR5Main? Am I right to assume that TRNG/TREP will not be compatible, and so I should hold off on movement and animation scripting for the moment? |
28-01-20, 15:59 | #362 | |
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As for TRNG, I believe the aim is that this will twin with TombEditor but I don't know if they'll have cmpatibility with NGLE. It won't have compatibility with TRNG itself, I think. |
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28-01-20, 16:46 | #363 |
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They'll have a new file format for levels (so they can make it better and expand it), so no Winroomedit/NGLE/Dxtre3D either.
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28-01-20, 17:04 | #364 | |
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and entity/trap/object will be in LUA, but on discord, it's currently in check what "script" would be used instead of lua, probably lua will be used. Last edited by TokyoSU; 28-01-20 at 17:05. |
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29-01-20, 19:05 | #365 |
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As for rendering, I can tell you that i am preparing the engine for some proper material/ shader management.
You can have Additive (Semi-Transparent in TRLE terms), Subtractive and actual alpha blended meshes. You may also write your own materials/shaders in the future. Not as advanced as Unity or Unreal Engine, but it's definitively better than stupid Gouraud Shaded polygons I also prepare the engine for rigged meshes. I.e. you have one mesh for the whole moveable and bones drive the deformation according to weights. (Regular moveables will still work, they just have a single bone weight of 1 assigned to them) I can show you some progress in a few weeks |
30-01-20, 07:36 | #366 | |
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Will it be possible to make a custom skeleton or we will have to stick to the hierarchy of original objects? |
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30-01-20, 08:03 | #367 |
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30-01-20, 08:31 | #368 |
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30-01-20, 17:54 | #369 |
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30-01-20, 18:01 | #370 |
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