02-03-19, 14:53 | #401 |
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Joined: May 2011
Posts: 3,816
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03-03-19, 06:14 | #402 |
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Joined: Jan 2012
Posts: 1,320
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^ Do you have that much time to spend it for trolling? I really don't understand you.
@SrDanielPonces: the cutscene is impressing. You managed to keep the original atmosphere and made it even much better thanks to new tools. May I ask what type of cameras you used? Or this is a FMV? I didn't play your game yet, but it is waiting in my downloads |
03-03-19, 11:28 | #403 |
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Joined: Apr 2012
Posts: 10,346
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Thank you! The whole cutscene is played ingame
I'm using regular flyby cameras. Since the "jump camera" feature is awful and you can't really jump from a camera to another in precise frames, I've made a huge Organizer=, based off of only A45 triggers (trigger and untrigger cameras). Since you can't trigger a camera in the middle of a sequence, every cut can is a different camera sequence. You can do this in NGLE, however if your cutscene is huge like this one, you will end up having a very slow room (which is a pain when it comes to add cameras, rotate them, or even check them out, because there are so many of them), or in some cases like mine, you will have to split the room in two because you have reached the limit! Tomb Editor, however, is very good to handle in these situations: You can move your camera freely, no lag, and (in theory) you have no sequence limits! (I haven't tested that yet, but I couldn't do Opera House cutscene because I've reached sequence limits). The only issue with it is that the cameras only have an ID if you export a trigger with them, while in TRNG you can just replace its ID on an exported trigger. I use myself TRNG plugins and everything, but TE is only useful for me for cutscenes, nothing else. If you have any question, feel free to send me a PM |
03-03-19, 12:35 | #404 | |
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Joined: May 2011
Posts: 3,816
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Quote:
i literally said yes omg actually make an alternate cutscene for when lara is burning to death, that would be a funny easter egg wouldn't it be? but for whatever reason you go ahead and are like "wow all you do is trolling" literally what was there so hard to understand in my post to mistake it as trolling |
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05-03-19, 21:40 | #405 |
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Joined: Dec 2013
Posts: 8,227
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Still excited for this after so many years! Good luck!
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09-09-20, 21:27 | #406 |
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Joined: Apr 2012
Posts: 10,346
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I've been getting many many messages about TRA2 and I've been low key trying to ignore them (so sorry) because I really don't know how to explain or what to explain in a brief way
So I'm writing thsi post to try and say everything that's been going on in the past few years:
I hope this clears some things up. TRA2 is not officially cancelled, but it's been on "hold" for almost 2 years now (last time I worked on it was early 2019). Thanks |
23-09-20, 14:57 | #407 |
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Joined: Oct 2017
Posts: 1,502
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Are you gonna share the files you’ve already done?
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24-09-20, 10:22 | #408 |
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Joined: Apr 2012
Posts: 10,346
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Hi tra2 is not cancelled yet, just on hold
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24-09-20, 18:39 | #409 |
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Joined: Jun 2007
Posts: 3,194
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^ Thats good to hear, I particularlly enjoyed your great wall section, the views were stunning
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