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Old 08-08-22, 02:37   #661
mizuno_suisei
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I'm experiencing a bit of a strange issue on, tr2main custom levels on my new PC this is my first attempt at any kind of tomb2 stuff on it.

when I launch various tomb2.exe files, the executable seems to open on the taskbar but no screen is actually appearing. I open task manager which shows an active tomb2 process, but it states not responding. I can't actually click anything at this point either - not even to terminate the task - I must force sign out or PC restart to revert.

I also noticed, when using a setup bat file to load settings first, the only graphical setting showing is Z buffer, that's it! No other tickboxes. Nornally there are 4 or 5 other boxes present from memory.. this happens via setup bat for various, different aged custom series/levels using tr2main

Update: windowed mode seems to work...full screen is causing the problem it seems - but cant explain why nor why only Z buffer is a graphical option. Have now tried with and without the trseries fullscreen border fix.

Asking here as I cant seem to gather any solutions via googling

Last edited by mizuno_suisei; 08-08-22 at 02:53.
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Old 08-08-22, 12:36   #662
laravision
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Quote:
Originally Posted by mizuno_suisei View Post
I also noticed, when using a setup bat file to load settings first, the only graphical setting showing is Z buffer, that's it! No other tickboxes. Normally there are 4 or 5 other boxes present from memory.. this happens via setup bat for various, different aged custom series/levels using tr2main.
I remember Arsunt removing a few options from the TR2Main setup. I'm not sure of the effect this would have when using a .bat file...

Quote from Arsunt on Discord: "Some people would like to be able turn off Z-Buffer, that's why I left it (but I removed triple buffer and some other bad options)."

Latest dev build:



Do you have any issues with vanilla TRII?
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Old 21-08-22, 15:43   #663
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*To be deleted*

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Old 22-08-22, 11:07   #664
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Old 04-10-22, 13:50   #665
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Actually there are already made available with the TR2 Main patch!
(but you have to enable some Windows Resgistry stuff)
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Old 09-11-22, 00:47   #666
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Question Alphablend settings on json

Hi, i am facing a problem with my TR2G project that is using TR2Main.

The problem is that statics with translucent tex imported with Wadtool ( from TR3 levels ) don't have translucent tex inside the game, but look fine inside Wadtool or TombEditor. Alphablend is obviously applied via reg file by me before testing this.

When i was using TRViewer instead to import such static types, they worked flawlessly without needing to alter the .json file, i find this very weird. Wadtool is supposed to be replacing the obsolete TRV.

So, can anyone can explain to me how to edit the .json properly for applying alphablend in static meshes? It would be a huge help.

Update: Now i figured how to apply translucent to the entire mesh, but i would like to know how to filter non-translucent sides out for more complex meshes. Don't know how "filter" and "t4list" work.

Last edited by Danath; 09-11-22 at 01:38.
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Old 12-11-22, 19:21   #667
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Quote:
Originally Posted by Danath View Post
Now i figured how to apply translucent to the entire mesh, but i would like to know how to filter non-translucent sides out for more complex meshes. Don't know how "filter" and "t4list" work.
Hey! Alas TR2 level file format has no support for marking textures as semitransparent, or mesh faces as reflective.

To use filter/t3list/t4list you must know how the mesh is encoded in level file. But there is an easier way for semitransparent textures. Just create the separate room, that not used in game, then apply to it all textures that supposed to be semitransparent. You can just mark the whole room as semitransparent without filter/t3list/t4list. After that whole room will become semitransparent, and the same textures in other rooms or on other objects will get semitransparency flag too.

P.S. probably it would be good idea to export filter/t3list/t4list by TombEditor.
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Old 13-11-22, 17:40   #668
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Quote:
Originally Posted by Arsunt View Post
Hey! Alas TR2 level file format has no support for marking textures as semitransparent, or mesh faces as reflective.

To use filter/t3list/t4list you must know how the mesh is encoded in level file. But there is an easier way for semitransparent textures. Just create the separate room, that not used in game, then apply to it all textures that supposed to be semitransparent. You can just mark the whole room as semitransparent without filter/t3list/t4list. After that whole room will become semitransparent, and the same textures in other rooms or on other objects will get semitransparency flag too.

P.S. probably it would be good idea to export filter/t3list/t4list by TombEditor.
In the end i figured how to use t4list in the .json to set which part/s of the static i want to be semitransparent, but thank you! That is a clever solution.

What i did was this, and it works perfect. First static is all semitrans, and second is only partially:

Code:
"semitransparent": {
	"statics": [{
		"comment": "Glass on tall mine light",
		"static": 29
	},{
		"comment": "Ceiling light 1",
		"static": 30,
		"t4list": "0-7"
	}]
}
I inspected the json carefully and figured that the numbers on t4list match the vertex numbers when inspecting the mesh in Wadtool.
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Old 02-12-22, 19:39   #669
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How exactly do I get the remastered FMVs working on TR2Main? I’ve put them into the fmv folder of the tr2 directory and the old ones still play. Am I missing a dll file?
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Old 02-12-22, 22:17   #670
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The ffplay.dll is what plays the fmvs. As long as the the fmv files are in the fmv folder and the file names match, you can probably use whatever format or extension you want as long as it's supported by the dll. If the old RPL files are still playing instead of the ones you want, just move those files to a different folder and see if that helps.

Last edited by Kirishima; 02-12-22 at 22:25.
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