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#341 |
Explorer
Join Date: Nov 2019
Location: Polska
Posts: 875
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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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Chronicles Lara: "Whatever" |
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#342 |
Explorer
Join Date: Nov 2019
Location: Polska
Posts: 875
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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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Chronicles Lara: "Whatever" Last edited by Kubsy; 17-12-22 at 14:49. |
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#343 |
Archaeologist
Join Date: Jul 2008
Location: Natla's Mines
Posts: 2,286
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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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#344 |
Archaeologist
Join Date: Aug 2010
Posts: 1,800
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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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#345 | ||
Professor
Join Date: Mar 2012
Location: France
Posts: 3,713
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Lua reference about effects (lights, particles, etc) can be found here: https://lwmte.github.io/1%20modules/Effects.html |
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#346 |
Historian
Join Date: Dec 2018
Location: Russia
Posts: 436
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![]() Last edited by vasatomb; 18-12-22 at 21:15. |
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#347 |
Archaeologist
Join Date: Jul 2008
Location: Natla's Mines
Posts: 2,286
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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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#348 |
Archaeologist
Join Date: Aug 2010
Posts: 1,800
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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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#349 | |
Hobbyist
Join Date: Mar 2010
Location: Spain
Posts: 20
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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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#350 | |
Historian
Join Date: Dec 2018
Location: Russia
Posts: 436
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// 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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