04-01-13, 12:55 | #11 |
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Joined: Feb 2006
Posts: 536
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@Ensi, I have turned off "look transparency" from the moment you found the appropriate offsets and have never turned it back on (as it was the most nerving feature from my point of view) The same goes for vanishing enemies, but if I remember correctly, neither look transparency nor vanishing enemies did darken the background, so I'm not sure that it is the same kind of transparency that the EXPANDING HEAD uses. This one starts from absolutely transparent to absolutely opaque (and vice versa) darkening the background very prominently but at the same time overlaying it with the texture and color of the object.
You may catch with OLLY what exactly is called during the EXPANDING HEAD's expanding or retracting. In the patch I added to my previous comment you may even make it all stop at one point of retraction or expansion which you can freely chose by changing the 7 parametres and observe all the attributes of the transparency at this point. The not showing alpha behind it is actually not a big problem, but would limit the objects use to, let's say, draperies on the walls or similar. But it is just one of the, you said it yourself, many kinds of transparencies, Turbo could give it a flag and value in Strpix without any additional fixing of the effect. |
04-01-13, 13:13 | #12 |
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Joined: Dec 2009
Posts: 4,375
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Quote:
It looks incredible. Especially that round shadow and the transparency! |
04-01-13, 13:25 | #13 |
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Joined: Jul 2007
Posts: 5,494
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When I read news something like these, I'm getting so excited over and over again. Our old TRLE deserve a little graphical update already.
Good luck!!! |
04-01-13, 13:39 | #14 | ||
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Looks like you have a lot on your hands atm. Quote:
So it would be great if developers could work together with Paolone. It might even inspire him to get back to TRNG. Last edited by Titak; 04-01-13 at 23:18. |
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04-01-13, 20:47 | #15 |
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Joined: Apr 2008
Posts: 368
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I've tested setting the Texture Attributes to 0x0004 and 0x0008.
Here's what I did. I built a new meta2tr.exe (available here) that can set these Attributes according to the uv map in Metasequoia. For example: In the image above, the five identical large squares with a vertical magenta bar are set with the attribute shown above them. To the right of the 3d image you'll see the uv map of the 5 large squares. The uv map holds five 1x1 squares offset by integer amounts. From top to bottom these correspond with attributes 4,1,0,2,8 in that order. Any uv polygons for room faces in those squares will have those attributes. In game it looks like this: The game doesn't crash, but the faces textured with attributes 4 and 8 don't show up. The edited level is in the download linked above in case you're interested along with all the MQO and BMP files. It's called newlevel.tr4, and the offsets in the texture table for the 5 squares are: 0A4A: attribute 0 0A4C: attribute 1 0A4D: attribute 2 0A4E: attribute 4 0A4F: attribute 8 Hope that helps Last edited by meta2tr; 05-01-13 at 06:09. Reason: Changed links for images |
04-01-13, 21:16 | #16 | |
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Joined: Jan 2004
Posts: 111
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Hi Ensi.
Maybe this can help you for your testing: www.dxtre3d.com/temp/trtextur.zip Is a old Tool called trtexture modified today (i cant beliave i found the source code in my old cd backups) which can allow you to see and to change the 16bit value called attrib for each texture entry in the texture table. Also, for tr4 and trc levels, there is another extra 16 bit value labeled as "Flags", which most the time was documented as "unknown", actually we never had the exact details about this, but it is know that is was used for tewxtures with bumpmaps. Quote:
The trtexture above version allow you to see and change that value as well; just take note, both attribs and flags are show in decimal format, you will have to use windows caculator for convert to hex or binary way. We have a lot to catch up, another day we will see when and how we can do that; let stay tuned, good luck. tp. Last edited by Turbo Pascal; 04-01-13 at 21:19. |
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04-01-13, 23:17 | #17 | |
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Joined: Aug 2010
Posts: 1,810
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Hey, thank you guys, seems now we have even two different options to set these extra flags! Just what I need.
Quote:
Code:
CPU Disasm Address Hex dump Command Comments 00470BDD |. 85C9 TEST ECX,ECX ; If Attribute=0 (Opaque)... 00470BDF |. 74 29 JZ SHORT 00470C0A ; Jump to dx_core_AddToScene_OPAQUE 00470BE1 |. 7E 4A JLE SHORT 00470C2D ; If Attribute=-1, bypass this TexInfo... 00470BE3 83F9 02 CMP ECX,2 00470BE6 |. 7F 45 JG SHORT 00470C2D ; !!!!! Room faces attribute limiter 2 00470BE8 |. 66:8B4E 04 MOV CX,WORD PTR DS:[ESI+4] 00470BEC |. 50 PUSH EAX ; Argument 7 00470BED |. 66:8B46 06 MOV AX,WORD PTR DS:[ESI+6] 00470BF1 |. 52 PUSH EDX ; Argument 6 00470BF2 |. 66:8B56 02 MOV DX,WORD PTR DS:[ESI+2] 00470BF6 |. 50 PUSH EAX ; Argument 5 00470BF7 |. 66:8B06 MOV AX,WORD PTR DS:[ESI] 00470BFA |. 51 PUSH ECX ; Argument 4 00470BFB |. 8B4C24 24 MOV ECX,DWORD PTR SS:[ARG.5] 00470BFF |. 52 PUSH EDX ; Argument 3 00470C00 |. 50 PUSH EAX ; Argument 2 00470C01 |. 51 PUSH ECX ; Argument 1 00470C02 |. FF15 A4395300 CALL DWORD PTR DS:[5339A4] ; dx_core_AddToScene_TRANS Interesting thing is that subtype 7 is used for forced numerical alpha value transparency (as described above - it goes for look transparency, vanishing enemies, god head and Paolone's static meshes OCBs and scripted fades). So theoretically, we can use upper byte of Attributes field (as it's never used for any other purposes) for setting up alpha value. This way we can have "forced alpha" faces in room geometry too. |
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04-01-13, 23:21 | #18 |
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Joined: Jul 2003
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@ meta2tr:
Can't see the pictures... @ Lwmte and Turbo Pascal: No idea what you guys are talking about! But please do keep talking. Something good will come out of it, I'm sure of it. |
04-01-13, 23:23 | #19 |
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Joined: Jul 2009
Posts: 4,742
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I skipped the chinese and now am asking ... so its possible to implement these features?
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04-01-13, 23:24 | #20 |
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Joined: Jul 2009
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