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Old 16-12-22, 16:10   #341
Kubsy
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Hi guys, new update is out! This is a very important, and an epic release because it fixes fundamental issues such as renderer, dissapearing rooms and texture problems. It is recommended that you download it. and of course a bunch of other bug fixes, new features and new lua commands and nodes https://github.com/Lwmte/TombEditorR...ses/tag/v1.6.2
https://www.tombraiderforums.com/sho...7&postcount=32
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Old 17-12-22, 14:27   #342
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Hi guys,

there was a small issue with classic rollingball, this little patch exe fixes this:

https://www.dropbox.com/s/87r3cxbjxp...ngine.exe?dl=0

otherwise, if you are not using classic rollings then you can ignore, the fix will be released in 1.0.5 regardless
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Old 18-12-22, 03:15   #343
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Can shiny textures be applied to Lara in Tomb Engine like the TR5 Catsuit? Does that work out of the box? Can it be done with other colours?

Edit: And can lights be triggered by any chance? I found blinking light and coloured light in my Tomb Engine WAD2 but have no idea how to work them as triggers, OCB etc. Being able to enable a spot light or even a point would be so cool without doing FlipMap

Last edited by GeekOfComedy; 18-12-22 at 07:14.
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Old 18-12-22, 09:36   #344
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Specularity works for Lara, yes.

As for lights, it's not possible. TR light model (and TEN also uses it) pre-bakes all lights into room vertex colors. We can add ability to turn on/off lights, but it won't affect rooms at all. By the way, you will see this issue in forthcoming TEN version which will allow to change room ambient light with script - it will affect only objects in that room but not room geometry.
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Old 18-12-22, 09:37   #345
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Quote:
Originally Posted by GeekOfComedy View Post
Can shiny textures be applied to Lara in Tomb Engine like the TR5 Catsuit? Does that work out of the box? Can it be done with other colours?
Yes, and unlike TR5 this is not hardcoded: just put any texture you like (it can be full black to replicate TR5's outfit) and make it shiny in Wadtool, like you would make a static object shiny:
  • Open the Mesh editor (Tools menu)
  • Find your mesh
  • In the Editing tools part of the window, let only "Sheen" ticked to apply this property without changing the others (texture and blending mode), and "Show sheen" to see what you're doing
  • Type in the strength you want
  • Paint your faces (or alternatively, press Apply to all if you want all the faces shiny)

Quote:
Originally Posted by GeekOfComedy View Post
Edit: And can lights be triggered by any chance? I found blinking light and coloured light in my Tomb Engine WAD2 but have no idea how to work them as triggers, OCB etc. Being able to enable a spot light or even a point would be so cool without doing FlipMap
I don't know about those slots, I think there's no plan to reimplement them right now, because you can do any kind of effect light in Lua (in the same spirit as TRNG's AddEffect, but you can also put it anywhere you want instead of attaching it to an object), and in the next version also via the node editor.
Lua reference about effects (lights, particles, etc) can be found here: https://lwmte.github.io/1%20modules/Effects.html
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Old 18-12-22, 21:14   #346
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My new clip: https://youtu.be/4Lpi1XZb0fg
ten used.

PART 1: https://youtu.be/0pHsZBof8vs

Last edited by vasatomb; 18-12-22 at 21:15.
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Old 18-12-22, 23:35   #347
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Could Tomb Engine get textures placed in Tomb Editor on Walls, floors, ceilings a shiny option in the future?
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Old 19-12-22, 10:15   #348
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It can, but there is no practical meaning in it.

TR room faces are large, so specularity won't look good on those. For same reason, potential SSAO shader won't look good on rooms as well (already was tried in projects like shabtronic's engine).

What maybe can be useful is "fake reflection" effect like in TR1 and TR2, or cubemap shader. But new renderer features are absolutely not a priority right now, and such requests will not be considered, until basic gameplay aspects are stabilized.
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Old 22-12-22, 13:09   #349
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Quote:
Originally Posted by Joey79100 View Post
@Gonzaloveslara
You should forget about doing it yourself.
As now mentioned on the GitHub page, I'm in the process of porting my AOD animations to TEN, following all the changes that have been done to the "official" TEN Lara, and also cleaning up some things.
I'll advertise it when it's ready.

(plus you seemed to be using the version from TDR which is terribly outdated anyway and anyone who does this deserves punishment )
Thanks Joey for the heads up. I have found the updated animations you put here: https://github.com/Joey79100/trle-aod_animations/ but it really is very complicated to make them work properly. We look forward to your update!

Thanks also to I.m. for your help. It made me understand a little better how the new system works.

I stay moving forward in other processes while and I will leave the topic of animations for later. I really appreciate all the support you give.

I'm sorry I lingered with the reply.
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Old 22-12-22, 19:33   #350
vasatomb
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Quote:
Originally Posted by l.m. View Post
In Gameflow.lua you have to assign level.objects like this (example if your level id is Jungle_Fever)

Code:
Jungle_Fever.objects = {
    InventoryItem.new(
       "wooden_gear_key",
       ObjID.KEY_ITEM4,
       0,
       0.5,
       Rotation.new(0, 0, 0),
       RotationAxis.Y,
       -1,
       ItemAction.USE
     )
}
Also you need this "wooden_gear_key" as a key like this in Strings.lua:

Code:
wooden_gear_key = {"Wooden Gear Key"}
dont forgot the "," when this is NOT your last entry in
Code:
 local strings =
{ }
this is how it looks in tomb1main. isn't it a little simpler and clearer? (in terms of prescribing the level and naming keys)

// level 9
{
"title": "Tomb of Tihocan",
"file": "data\\level7b.phd",
"type": "normal",
"music": 58,
"sequence": [
{"type": "start_game"},
{"type": "loop_game"},
{"type": "stop_game"},
{"type": "exit_to_cine", "level_id": 17},
],
"strings": {
"key1": "Gold Key",
"key2": "Rusty Key",
"key3": "Rusty Key"
},
},
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