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#121 |
Historian
Join Date: Apr 2013
Posts: 343
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Hello, I would like to ask you. Has Tinnos wasp programmed yet? Beacuse I cannot find this slot in wad tool.
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#122 |
Historian
Join Date: May 2019
Posts: 341
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Nice release. I do have one question so far
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#123 |
Archaeologist
Join Date: Aug 2010
Posts: 1,800
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You can directly copy enemies from any existing asssets (TR1-5, TRLE, TRNG) in WT and they will correctly remap. Make sure that destination wad version is set to TEN though, or else conversion will fail.
@Ado Croft: I am afraid that no, I don't see tinnos wasp slot on ID list. But it's not a big deal, since code is almost identical maybe to big beetle. As for respawning wasps, it's very easy to do in Lua, Stranger1992 already did test on that to replicate TR3 scene with spawning raptors in crash site finale. Last edited by Lwmte; 08-08-22 at 18:01. |
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#124 |
Professor
Join Date: Mar 2007
Location: Oh you know, wherever there be beetle fights or tcg tournys
Posts: 3,090
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Oke so I might seem a bit "dumb" in asking this as it's likely posted somewhere but how does this engine handle textures for objects? Is it still the old slice'n'dice or does it now support UV Mapping?
Also speaking of which, is there still a texture limitation for objects? I only ask these because of the last few years I've gotten really good with 3d modelling in blender and just wondered if this new engine changed anything in that region.
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Sometimes I wonder if I'm coming or going at this ripe age ehehehe |
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#125 |
Archaeologist
Join Date: Aug 2010
Posts: 1,800
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TEN natively uses UV mapping, there no more such thing as texture infos and texture info limit anymore. You still can slice textures in WT if you need though.
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#126 | |
Professor
Join Date: Mar 2007
Location: Oh you know, wherever there be beetle fights or tcg tournys
Posts: 3,090
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Sometimes I wonder if I'm coming or going at this ripe age ehehehe |
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#127 |
Professor
Join Date: Apr 2010
Location: New York
Posts: 3,640
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Having a lot of fun playing with this so far!! Ive noticed the fire sprites fade away at pretty short distances, is that for all effects as well? I know it least in my little test level I can barely see the foot prints but crouching and getting the camera close makes them a lot darker!
Also about textures, are we still capped at 256x256 for texture pages like before?
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"Oh no, its not that bad. Look, I have my own bucket!" Last edited by THOR2010; 09-08-22 at 19:18. |
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#128 |
Archaeologist
Join Date: Aug 2010
Posts: 1,800
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Sprite fade is a bug of soft particles system. We desperately need some people with graphics programming experience in TEN dev team to fix several serious renderer problems. Currently renderer is the most problematic part of TEN code.
Internally, TEN uses texture atlases with a size of 4096x4096, but yes, since most of TE/WT UI is bound to 256x256 limits, we are going to stick with them for some time, at least for near future. There are much more serious problems to be dealt with. Last edited by Lwmte; 10-08-22 at 07:45. |
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#129 |
Professor
Join Date: Apr 2010
Location: New York
Posts: 3,640
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Oh yeah for sure, even though its still beta and there are bugs to work out you guys still have done a great job!!
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"Oh no, its not that bad. Look, I have my own bucket!" |
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#130 |
Student
Join Date: Mar 2012
Location: France, Paris area
Posts: 225
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I'm probably too rusty with level editing in general because I can't play my test level at all! It's a very simple level, with basically only Lara in it. I hit play, the level compiles fine, I see the loading screen with Lara in Rome but then I get kicked out to the main menu as soon as the level has finished loading. Am I forgetting something?
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