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#11 |
Student
Join Date: Aug 2016
Posts: 164
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Deactivated.
__________________
I make my own luck. Last edited by Felix Kroft; 13-04-22 at 13:49. |
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#12 |
Historian
Join Date: Aug 2012
Location: Italy
Posts: 438
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Good luck with your project, and if you need any feedback/betatest feel free to PM me
![]() ![]() (as side notes, TE using more textures than Dxtre3d sounds very strange, probably it's some setting that needs to be changed; there is also an option to automatically divide walls like it's done in dxtre3d, it's even more flexible with shapes etc. and also you don't have that ridicoulus limit of only 5 blocks high rooms, a thing that can become a big pain expecially in TR1 with an abysmal limit of how many portals can be there without problems. Either way, I completely understand your point: the process of having to re-learn almost everything in order to "keep up" with new standards, but even for having less problems for my own good, sometimes can shut off your energy completely, if compared to the "click and build" feeling you have with an editor you already know inside and out ![]() |
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#13 |
Archaeologist
Join Date: Aug 2010
Posts: 1,631
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Yeah, just let the man use what he wants. Someone should still use dxtre3d and enjoy it. It's called diversity
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#14 |
Archaeologist
Join Date: Apr 2005
Location: Barcelona, Spain
Posts: 2,060
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Hi Felix, great to see another Dxtre3D user.
![]() I'm not the best suited to talk about lighting ![]() If you have 2 separate rooms and a lightbulb that doesn't cross into the adjacent one, you must place an exact copy of the light on the adjacent room, you can move them out of bounds ( don't remember the keys now ![]() ![]() Haven't build anything on TR1 yet, but if you want to use it on TombEditor there's some options you need to set in Tools->Level Settings. On Game, setting the type as TR1. Texture file, level file, sound catalog ( it's in TombEditor folder->catalogs ), etc. On Misc you need to check all boxes except the last which says sample rate: ![]() Don't know much more than that for TR1, you would need to ask Leoc1995 or Mahetus here on TRF. ![]() I wish you luck with building and i'm hoping to see your released project sometime. ![]() |
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#15 |
Student
Join Date: Aug 2016
Posts: 164
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Deactivated.
__________________
I make my own luck. Last edited by Felix Kroft; 13-04-22 at 13:50. |
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#16 |
Archaeologist
Join Date: Aug 2010
Posts: 1,631
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What people probably forgot to tell you is that you should set texture padding to 1 or 2. After that TE won't eat so much texture pages.
And yes, I think if you're aiming at PSX conversion, TE won't help you here, because it uses subpixel texture coordinates, which PSX converter (or PSX level format itself) is probably not aware of. |
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#17 |
Historian
Join Date: Aug 2012
Location: Italy
Posts: 438
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Well it doesn't ALWAYS crash (thank God!), it's just very risky in general expecially if Lara is supposed to cross that place various times (I also wanted to add that it isn't just Lara that causes the crash, some/every object/static mesh also can cause it when crossing bulbs)
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#18 |
Archaeologist
Join Date: Apr 2005
Location: Barcelona, Spain
Posts: 2,060
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Ah crap, yeah, i forgot to tell you to set texture padding to 1, sorry.
![]() But if you are set on using Dxtre then awesome and best of luck to you, if i can help in anyway i will be glad to. ![]() |
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#19 |
Student
Join Date: Aug 2016
Posts: 164
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Deactivated.
__________________
I make my own luck. Last edited by Felix Kroft; 13-04-22 at 13:50. |
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#20 |
Student
Join Date: Jul 2007
Posts: 206
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