Tomb Raider Forums  

Go Back   Tomb Raider Forums > Tomb Raider Level Editor and Modding > Tomb Raider Level Editor > Tomb Engine

Reply
 
Thread Tools
Old 11-11-24, 17:14   #561
PolinaOblakova
Member
 
PolinaOblakova's Avatar
 
Joined: Feb 2024
Posts: 199
Default

Quote:
Originally Posted by SrDanielPonces View Post
you cant
Why?
PolinaOblakova is offline   Reply With Quote
Old 11-11-24, 17:57   #562
PedroTheGamer
Member
 
PedroTheGamer's Avatar
 
Joined: Oct 2017
Posts: 1,364
Default

Quote:
Originally Posted by PolinaOblakova View Post
Why?
because we cant edit crafted trng files. the game crashes.
PedroTheGamer is offline   Reply With Quote
Old 11-11-24, 18:20   #563
SrDanielPonces
Member
 
SrDanielPonces's Avatar
 
Joined: Apr 2012
Posts: 11,131
Default

Quote:
Originally Posted by PolinaOblakova View Post
Why?
Levels are compiled and we have no tool to edit compiled level files (wadtool can only open, not edit)

For classic levels we have tools like trviewer but even then it is a headache to do it without issues
SrDanielPonces is offline   Reply With Quote
Old 13-11-24, 19:37   #564
AkyV
Moderator
 
Joined: Dec 2011
Posts: 5,075
Default

A new little tutorial about script settings and such:
https://www.tombraiderforums.com/sho...d.php?t=229894
AkyV is online now   Reply With Quote
Old 22-11-24, 23:54   #565
AkyV
Moderator
 
Joined: Dec 2011
Posts: 5,075
Default

I started a new tutorial sequence, about introducing developer-made functions and nodes.
The first tutorial of the sequence has just been released.
AkyV is online now   Reply With Quote
Old 23-11-24, 11:23   #566
Ranpyon
Member
 
Ranpyon's Avatar
 
Joined: Jan 2013
Posts: 281
Default

Has TE solved the matter about game lagging with big and a lot of outside rooms connected together? Is it optimized to run with modern hardware avoiding this type of lag?
Because I know that the old TR4 engine wasn't born to manage such things, so even with modern hardware, the game lags a lot with this type of level design, so it's very limiting. Since I am thinking about a big open outside level, I am wondering if it can be possible with TE without worring about lagging.

Last edited by Ranpyon; 23-11-24 at 11:25.
Ranpyon is offline   Reply With Quote
Old 23-11-24, 12:09   #567
LoreRaider
Member
 
LoreRaider's Avatar
 
Joined: Jul 2016
Posts: 2,069
Default

Tomb Editor can render huge maps with no lag at all, you could even work with the "Draw all rooms" option on all the time if you wanted to
You could import some of your NGLE projects into it and see that you can render the rooms all at once

Also TEN-wise you can draw much more stuff now into it, so yes it's meant to work on modern hardware at its best

Last edited by LoreRaider; 23-11-24 at 12:12.
LoreRaider is online now   Reply With Quote
Old 23-11-24, 12:22   #568
Ranpyon
Member
 
Ranpyon's Avatar
 
Joined: Jan 2013
Posts: 281
Default

So do you confirm that if your level is composed in a lot of rooms 16x16 connected together (I mean in vertical too, and they are outside type), does it lag when you play it with TEN?
P.S.: Now I realize that in my previous post I had to write "TEN" and I wrote "TE" instead, I'm afraid it caused confusion, sorry.

Last edited by Ranpyon; 23-11-24 at 13:19.
Ranpyon is offline   Reply With Quote
Old 23-11-24, 13:23   #569
Lwmte
Member
 
Lwmte's Avatar
 
Joined: Aug 2010
Posts: 1,831
Default

You can download and play "Tower Bridge Experience" level to get the idea about the scale of levels that TEN can render without any slowdowns. Currently there are more levels in the works which will have even larger open areas.

Additionally, in TEN you are not limited in room size. People have been experimenting with room sizes larger than 200x200, and it worked correctly (although editor itself becomes quite laggy with such enormous room sizes).
Lwmte is offline   Reply With Quote
Old 23-11-24, 13:27   #570
LoreRaider
Member
 
LoreRaider's Avatar
 
Joined: Jul 2016
Posts: 2,069
Default

Sadly the lag ingame is not related to the editor, although TE allows some optimization options for older engines, like removing unused objects from the compiled level or compressing textures into less texture pages (by merging rooms and objects textures, something NGLE doesn't do), so TE is meant to also work with them rather than just the new TEN engine, especially because TEN didn't exist back then when TE was first released

The ingame lag can happen for multiple factors, if many rooms are connected but there are not many elements to draw, then the lag won't be there
I know that stuff like active flames or "non-smart" portals (like creating a portal for an entire wall even if just a little part needs it) can cause such lag issues, I've once saved 10+ fps by simply disabling flames that you couldn't even see in the lagging area
LoreRaider is online now   Reply With Quote
Reply

Bookmarks

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 10:55.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Tomb Raider Forums is not owned or operated by CDE Entertainment Ltd.
Lara Croft and Tomb Raider are trademarks of CDE Entertainment Ltd.