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Old 23-07-18, 09:44   #31
MontyTRC
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The renderer is not a simple wrapper that converts DX6 calls to DX9 calls. It's a brand new module and I can do whatever I want. Including better lighting, shadow mapping, water reflections, etc.
For now I'm writing a base renderer, just for linking all pieces of code together. Of course, the next step will be add special effects and better lighting.
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Old 23-07-18, 10:49   #32
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It's a replacement, it's your own renderer written from the ground up, pretty much You're on your way to becoming a godsend to the community once again
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Old 23-07-18, 11:28   #33
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Well wow, that is freaking amazing! Congrats again
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Old 23-07-18, 12:38   #34
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Will you be able to add weapons from previous TR games for more than six guns and customise their ammo types and varieties? (Choosing to have the shotgun have one ammo type or two for example.)
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Old 23-07-18, 17:54   #35
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Quote:
Originally Posted by MontyTRC View Post
The renderer is not a simple wrapper that converts DX6 calls to DX9 calls. It's a brand new module and I can do whatever I want. Including better lighting, shadow mapping, water reflections, etc.
For now I'm writing a base renderer, just for linking all pieces of code together. Of course, the next step will be add special effects and better lighting.
Please, please, please... update us on everything!
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Old 24-07-18, 06:33   #36
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And for all the current projects made with TombEditor will they work?
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Old 24-07-18, 11:11   #37
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TR5Main will be the official engine of Tomb Editor I will try to make it possible.
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Old 24-07-18, 11:23   #38
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Someone told me the new engine won't play regular tr4 files.
So would it be possible to port previous levels from trle/ngle with all of their functions into tomb editor and then export the new data file to be played in the new engine?
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Old 24-07-18, 12:18   #39
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Why? Already released custom games play right out of the zip file, and many are encrypted so their assets can't be ripped.

This engine is going to handle things differently anyway from the looks of it so TRNG functions wouldn't be compatible.

If any builder wants to remaster their previous projects they can, Tomb Editor can port old .prj's and wads to the new format, it's just a lot of object setups would need to be redone.
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Old 24-07-18, 15:27   #40
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So wonderful and exciting

Is it possible to smoothe floor + floor collision (i mean instead of 4-clik cubes, having 8-click ones, so we could get 8 different slopes ? (smoother landscapes)
I mean if you can make your own engine + behavior, then maybe you can change walking/sliding behavior too, and force walk on slopes)

And maybe we could get very high shapes (no more 100-click limit) ? And bigger rooms ??
And OPEN WORLDS ???
ANd ....uhhh... galactic possibilities ???? (im dreaming but well...)

Last edited by LeelooBastet; 24-07-18 at 15:33.
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