19-02-18, 21:35 | #21 |
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Joined: Apr 2005
Posts: 2,145
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Back on track
Not probably what you are looking for when i post something new, but i have a bug that i found funny:
That box isn't supposed to be pitch black! I don't know why, but i have to give it a high brightness value in the editor, otherwise it looks that way. More importantly, i feel better and with more energy now. I figured a neat way to divide the map into 2 sections to avoid doing so much vertical divisions, and it even gave me a little idea for the gameplay that i have implemented. And that way you won't turn into a skeleton waiting for screenshots. I also figured how the tibetan bell trigger works, it's pretty simple! And i can say i will use the bell in that first level for triggering something. I'm up to 50-something rooms now, reached that middle section. Only have about 10 mins of playtime, though, need more! I'm thinking how the gameplay will be structured in the second section. |
20-02-18, 02:05 | #22 | |||
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Joined: Jul 2017
Posts: 413
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20-02-18, 08:11 | #23 |
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Joined: Aug 2008
Posts: 12,070
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^ Sounds like the objects have static lighting mode attached, which results in pre-defined darkness per vertex. In case of TR4/TRLE one can fix that using StrPix, but I don't know how you can fix it in TR1/2.
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20-02-18, 13:17 | #24 |
Golden
Joined: Aug 2017
Posts: 646
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You can make this room pitch black and light a flare near the block and it will show it's textures. That's what I did with the pushable from Floating Islands
I also noticed that Core was able to change the height from rooms into 1 1/4 blocks or 2 1/4 |
20-02-18, 18:38 | #25 | |||
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Joined: Apr 2005
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Umm i'm not that sure, it's pretty standard... Quote:
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What would that be needed for? |
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20-02-18, 19:53 | #26 |
Golden
Joined: Aug 2017
Posts: 646
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It can be useful sometimes. Let's say you placed in Room 1 on a specific place 1/4 blocks. At the same time you want connect this room with room 2 but the height is only 1 block and there are also 1/4 blocks placed on the ground. The space between Laras head and the ceiling is now 0 . To prevent this you must change the height to 2 blocks, but if there's another room above these two they could cross. Also
for textures it could be useful to make an smoother transition on some places. Sadly we can't do this with unofficial editor. We can only change the size of blocks from the solid room border for texturing but even this is limited. |
20-02-18, 23:28 | #27 |
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Joined: Apr 2005
Posts: 2,145
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Yeah that's true, it's very limited. :\
If you have a room with a height of 2, you can only move the first texture line up/down, not the second. I wish you could add more lines like in Tomb Editor. Maybe i will have to switch to it later when TR2 support is more developed, doing the geometry there seems like a wonderful time! Update: I have progressed nicely, i have about 60% of the map done ( gameplay/layout ). I have updated the progress on the first post, will do so for the next ones. Last edited by Danath; 24-02-18 at 20:00. |
26-02-18, 15:30 | #28 |
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Joined: Jan 2013
Posts: 154
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I could never imagine there was somebody who would make a TR level settled in Pescara!
May I ask you why, between all the mediterranean cities, did you choose this one? Anyway I'm very curious to see your work! |
26-02-18, 17:56 | #29 | ||
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Joined: Apr 2005
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I wanted the first level to be located at Italy, but not in Venice, as i wanted something unique. I also wanted it to be a coastal city, since there is a section whith a dock where you need to use the motorboat, and you can see an opening into the sea ( but cannot pass ). So i took a look at a map of Italy and this one has a cool name, so i used it. That's all! I hope you like what i'm doing! Also i hope you don't actually live there or close to it, as this is pure fantasy and not in any way it resembles the real location. |
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02-03-18, 10:51 | #30 | |
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Posts: 154
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I don't live in Pescara, but I know it very well. I've got a lot of friends since my childhood, there. Looking forward to seeing your work, anyway. I like your kind of "crazy ideas"! |
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