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Old 19-12-19, 12:29   #1091
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Excellent findings Naka! The engine that Core was using was quite versatile, if it allows you to tag each surface with a different attribute. I wonder if ledges work the same way, or if they had bounding boxes that they put around the stuff that's "grabbable" in the levels.
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Old 19-12-19, 13:14   #1092
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^ thanks!
That's an interesting observation. Apparently the answer is no, the game detect if a ledge can be grabbed by its shape and not by more attributes but I will do more tests to clarify this aspect.
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Old 19-12-19, 18:14   #1093
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^ thanks!
That's an interesting observation. Apparently the answer is no, the game detect if a ledge can be grabbed by its shape and not by more attributes but I will do more tests to clarify this aspect.
Didn't the classic engine also do this?
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Old 19-12-19, 20:15   #1094
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^ yes
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Old 19-12-19, 23:29   #1095
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^ yes
I wonder if a system like this is more or less effort than the scripted ledges of Crystal Dynamic's games? (Anyway I prefer the Core-method, mainly because I kinda like the odd shortcut and such that comes about from it.)
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Old 03-01-20, 16:46   #1096
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Very interesting that they would use the "automatic" system that they already had in place for the old games, given how much more complex geometry was in AOD.

A road-in-the-middle solution would have been to have a compiler tagging ledges that could be grabbed if they had the appropriate geometry. I would have never thought that the game detected the ledges that could be grabbed at run-time.
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Old 04-01-20, 23:41   #1097
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I wonder if a system like this is more or less effort than the scripted ledges of Crystal Dynamic's games? (Anyway I prefer the Core-method, mainly because I kinda like the odd shortcut and such that comes about from it.)
Well, the main problem is that it's very difficult to do with highly detailed environments. You can see countless surfaces in Crystal's TR games that look like they should be climbable in real life but aren't in the games. This is partly because those surfaces were likely added into the level by artists after the actual level layout had already been blocked out by level designers (meaning the designer never meant for that surface to be climbable but the artist wanted the surface to look a certain way which, incidentally, also made it look like it should be climbable) and partly because, for Lara to actually interact with all of these surfaces and elements, they'd need to make additional animations, maybe even additional controls, etc. Core had it slightly easier with AoD because it was a PS2 game and because it featured mostly urban environments which tend to be made up of more simple, geometric shapes as opposed to highly organic ones like you'd find in natural environments, overgrown ruins and the like. But if Crystal actually cared enough about consistent environmental interactions, there are compromises they could've made to ensure it. This may have come at the expense of graphical fidelity or required them to work with a non-photorealistic art style but I think it would've been worth it. Clearly, they have other priorities, though.
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Old 13-01-20, 04:00   #1098
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Any way to make Lara more tan???
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Old 13-01-20, 10:00   #1099
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Didn't the classic engine also do this?
Yes but with the classic engine the visible level geometry is used to generate the colision map. In Angel of Darkness the levels were built with two maps; the visible complex geometry, and an invisible simplified map built with the character interactions in mind. In this way they kept the interactivity of the classic games while allowing infinitely more detail.
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Old 13-01-20, 19:51   #1100
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Is there a way how we can properly fix with Lara's hair movement functioning like how well it did in the E3 2002 alpha/beta?

https://www.youtube.com/watch?v=vHaL3vzwHIs
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