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Old 07-03-21, 05:37   #71
Bergus
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New update!

1) Removed the 64 materials shine/opacity. Now they are rendered as vertex colors

2) Option to generate a tilemap for each object with its own textures only (see post above)

3) Export animation in WadMerger trw format

4) All movable animations can be exported, not only Lara

5) New object panel, to generate materials/vertex colors if you want to build objects from scratch

6) Sprytile compatibility: install from https://jeiel.itch.io/sprytile
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Old 07-03-21, 07:33   #72
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Animation-Export works now like a charm!
I havenīt tried the other features of this update yet

But man, now itīs really the time to learn animation in blender!
Thanks a lot!
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Old 07-03-21, 14:45   #73
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You are very welcome, thanks for trying the addon!

Next steps:
- save single mesh as a wad (static or single mesh movable).
- automatic mapping of Lara skin/skin_joints/braid so that custom outfits are properly displayed
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Old 16-03-21, 09:38   #74
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I almost finished saving a static/movable mesh to .wad format and .obj with shine/opacity/shade compatible with tomb editor. I'm wondering whether trviewer formats are still used (i.e. trmsh, trsmh, trmvb)? I want to support both tomb editor and older workflows but I'm not sure whether anybody uses trviewer or other tools to inject objects into tr4.
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Old 17-03-21, 19:33   #75
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I hope, more experienced builders will also answer here, because the effort you put into this addon is just amazing! I can only speak for myself - I have never used these formats you were mentioning above. To get objects into a "wad"-format, I used StrPix and Wadmerger - or I used the 3ds export/import function of TRViewer. To get TR1-3 Objects into "wad"-format, I used a small tool called TR2Wad by Michiel. Iīm not sure, but I think these TRViewer-formats arenīt used very often today. But people can correct me if Iīm wrong.
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Old 17-03-21, 20:00   #76
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Thank you for all the amazing work, Bergus!
Like piano_raider I've never used those formats, and don't really know if they are commonly used by other builders. Maybe it would be helpful to also ask in the Open TRLE Chat so more people will see the question.
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Old 18-03-21, 13:06   #77
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Thanks guys, so I think I'll leave it too later maybe! I think those files should enable importing objects with uv like Tomb Editor does. There is this code that I can port real quick to new python version.
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Old 20-04-21, 15:43   #78
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Hi

I decided to rework under Blender my old wads i made with metasequoia.

I just noticed that the double-sided faces (windows, transparent curtains) are actually two real faces in Blender.

In order to keep the double-sided transparencies, do i have to keep those 2 faces, or is there a way to just keep one, and if so, what are the setups for the texturing ? (so that the tomb4.exe can show both sides of course)
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Old 25-04-21, 20:25   #79
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Hi

Can someone tell me the setup in blender so that the grid fits TRLE squares please ?
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Old 26-04-21, 13:11   #80
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Quote:
Originally Posted by LeelooBastet View Post
Hi

Can someone tell me the setup in blender so that the grid fits TRLE squares please ?
I left a comment on it here.
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