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Old 21-11-20, 19:20   #11
Joey79100
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Sure, it is in the Tomb Raider Level Editor > Tomb Editor section:
Announcing the TR5Main Project

And yes, somehow, even with the downs it had, the level editing community is still strong to this day. In the past years it did become less and less active, but Tomb Editor really helped bringing old people back, and also new people who were not comfortable with the old editor.
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Old 24-11-20, 03:03   #12
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Quote:
Originally Posted by Joey79100 View Post
It's more than that. There's the graphic part, of course, so more advanced effects will be possible thanks to DirectX 11, including real time shadows, normal mapping, etc (these are already implemented), etc... and generally speaking, limits will be way above what the current engines have.

But gameplay-wise, builders will be able to script things in a much better way and have much more control over the engine (which means new kinds of puzzles will be possible).
It will also includes native support for all (or at least most) TR1-5 objects and enemies, while with TRLE/TRNG some things are impossible to get right, or even impossible at all (we never had a bacon Lara for example).
Also, Lara should be able to correctly handle diagonal walls, stacked bridges (these are impossible in the current engine), in the future maybe it could even have smaller grid size (but this is still very uncertain, it's pretty hard to do considering most the game code assumes blocks are always 1024 wide).

And obviously, native support/compatibility for modern systems, wide screens, etc.

And just in case the question is raised: 60 fps is not guaranteed either. Just like with the grid size, the game has been coded assuming it will run on solid 30fps, so a huge amount of things would have to be changed in the code to make it possible.
What about doubling the size of Lara and all the other entities? Most of the current barriers to that working properly is just the hardcoded colision sizes for things like grabbing geometry and enemy ai, but even now if you just double the size of things in wadmerger it works to effectively give you half blocks/clicks and more detailled platforming.
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Old 24-11-20, 17:05   #13
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^
I've replied in the TR5Main thread linked above to avoid too much off topic.
https://www.tombraiderforums.com/sho...61#post8255461

Last edited by Joey79100; 24-11-20 at 17:11.
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Old 26-11-20, 07:40   #14
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The shadow is a separate object that is the default Lara skin without skin joints and hair projected onto the geometry.
The Dreamcast Version looks almost identical to the PC version because the PC version was ported to Dreamcast. Dreamcast had the ability to load Windows CE (which supported DirectX) from the GD-ROM which made it easier for developers to port Windows applications. Disadvantge was that you had to waste space for Windows CE operating system on your game disk.
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Old 29-11-20, 02:35   #15
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I found some answer from the Core Design members for those who are interesting about the Dreamcast realtime shadows.

Starts at 37:34 - This is a livestream of TRIV with the original developers.
Really interesting stuff!

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