02-10-20, 00:10 | #531 |
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Posts: 757
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Something that always bothered me about TR4\5 was that there was some weird rendering issue that caused Vanilla Lara's elbow (and maybe knee) joints to distort when bent to certain degrees. Example below at the start of the level during Lara's conversation:
Any plans on fixing this if it hasn't already? It affected the Dreamcast versions as well, but not the ps1 version as far as I could tell. |
02-10-20, 04:51 | #532 |
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Joined: Jan 2008
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This is already fixable by removing the inner loop edge from the elbow skin joints
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02-10-20, 06:49 | #533 |
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It's just strange to me, though. When I was playing Chronicles in widescreen 1366x768 (my max laptop resolution/ also forced to use dgvoodoo2), the issue never really presented itself much. Other settings would have it happen all the time. Reminds me of playing 3dfx Tomb Raider with anti aliasing enabled giving Lara's left hand that white outline unless you have the FPS display enabled as well.
Last edited by Kirishima; 02-10-20 at 06:53. |
02-10-20, 10:13 | #534 | |
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Quote:
For some reason it seems to just flip inside out instead, though I do have some memories of it working in Chronicles as well. |
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03-10-20, 16:02 | #535 |
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Joined: Feb 2020
Posts: 332
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Do you think skeletal armatures is something that could ever be added to the classic engine? Or is that beyond dreaming?
Having facial rigs would be a game-changer! |
03-10-20, 17:52 | #536 | |
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Quote:
but maybe in 12 year when TR5Main (Temporarily name) will be released 100 time and monty and the other will have the will :'D just my through, maybe it's more easy than what i said :x Last edited by TokyoSU; 03-10-20 at 17:53. |
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03-10-20, 23:42 | #537 | |
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Ah well, the progress that's being made is still remarkable. I get super-hyped whenever I see something has been shared here! |
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24-11-20, 17:10 | #538 | |
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24-11-20, 23:44 | #539 | |
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Quote:
Doubling the size of movables feels like an easier solution as the bugs with it seem to mainly be hardcoded values for distances and colision boxes, (Lara can shoot over a 4 click high box, but she cant 'see' to target an enemy on the other side) but if say... individual squares could be divided into 4 and have their colision adjusted as 'special' squares (room sizes i assume would still be in big square units for portals etc), even that would be enough to pull most levels into 'PS2 quality' as I like to call it. I'm not well educated on the technical side of it. It just seems like it would be easier to fix the colision problems (Lara cannot stand in a room shorter than 3 clicks, becomes shorter than 6 clicks) than completely rework the way the game processes level geometry. A scaling function would also be very useful for making characters different sizes. Child Lara could be shrunk, Lara could wear heels without having less leg, player characters could be taller than 5'9 etc. Last edited by Boobandie; 24-11-20 at 23:51. |
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25-11-20, 02:26 | #540 | |
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Joined: May 2010
Posts: 1,187
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Quote:
The best we can do in a reasonable timeframe is allowing for half-blocks (a square split into two rectangles, instead of two triangles, with a straight edge passing through the middle of the square). We may add this sooner or later, though for 1.0 we'll probably focus only on giving diagonals full collision. Our human resources are very limited atm so don't expect grand changes in the collision department yet. There are other notable developments with bridges and pushblocks, but this will be coming in a seperate post soon. |
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