15-11-17, 13:18 | #101 | |||
Member
Joined: Apr 2005
Posts: 9,208
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Are you using a HD WAD with high-poly objects? If yes, then that is probably the reason, I noticed texturing issues with detailed objects. |
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15-11-17, 13:44 | #102 |
Tomb Editor
Joined: Mar 2010
Posts: 506
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@Joey79100 Thank you
I've worked today on MQO importer. Problem with geometry I/O is that there are many formats, many tools, and many possible combinations. So we are choosing some 3d tools and some formats and we are making them work well. Rooms can be exported in OBJ, Metasequoia, PLY and Collada (not fully working at 100% yet). Feature is temporary disabled so I can finish it |
15-11-17, 14:10 | #103 |
Member
Joined: Apr 2003
Posts: 562
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I love you so much guys <3 <3
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15-11-17, 14:15 | #104 |
Member
Joined: Mar 2012
Posts: 3,741
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I was wondering: will you/how will you handle bump maps? As it was handled by Tom2PC I guess you have to rebuild the thing. Would it be possible to add the "missing" layer? If I remember correctly the main flaw that prevented DOT3 bump maps to look really good was the Tom2PC did manage the height but not the depth, or something like that. Would it be fixable now?
Also, I see there is Unknown14 and Unknown15 in the step sounds. So these were other entries that did not appear in the TRLE/NGLE list? How much is known about these entries? I mean, is there a sound ID assigned to them? |
15-11-17, 14:20 | #105 |
Member
Joined: Aug 2010
Posts: 1,810
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Yes, bump maps are in the plans, however, it may be a better idea not to use straightforward emboss function for them. At least have an ability to import custom bumpmaps created by the user (for example, if we'll be able to use normal maps with OT/OL/whatever in the future).
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15-11-17, 14:26 | #106 |
Member
Joined: Mar 2012
Posts: 3,741
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Ohhhh I really like this answer.
One last question (for now ), will you consider allowing texturing in lighting mode? It's easier sometimes to texture because not everything has the same lighting and it helps seeing depth better, I texture with lighting mode enabled most of the time in NGLE, even if I use temporary lights in dark rooms. Also, purely artistic aspect: lighting helps finding the most fitting texture, so it's a shame that we can't do this anymore. Unless I've missed something. |
15-11-17, 14:46 | #107 |
Member
Joined: Aug 2016
Posts: 201
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You guys!
I just can't with Tomb Editor. When I double click in exe, nothing happens, I even tried "run as administrator" but again, nothing happens. Note: I have windows 7 and NET FRAMEWORK 4.5 installed Help |
15-11-17, 14:56 | #108 | |
Member
Joined: Apr 2003
Posts: 562
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Quote:
Question : How do you automatically reset the texture file position when you zoomed/moved it ? Last edited by LeelooBastet; 15-11-17 at 14:57. |
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15-11-17, 15:06 | #109 |
Member
Joined: Mar 2012
Posts: 3,741
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There's a bug, at least while importing a PRJ, it doesn't like paths with spaces:
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15-11-17, 15:21 | #110 |
Member
Joined: Oct 2007
Posts: 532
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It seems like you can't turn a tile into wall if there is a portal to a room above/below. So we have to either finish the entire room structure before connecting rooms above/below or we have to delete the portals, create walls and connect the rooms again. Or did I just do something wrong?
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