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Old 25-04-18, 06:59   #41
Dustie
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The fog is a nice idea for a foggy morning setting. Plus, it allows for the suspense of the T-rex walking out of the fog.


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Originally Posted by The Great Chi View Post
Agreed, but they did have the problem at the time of the outside gardens in Lara's mansion, which they solved by adding 'inaccessible' garden rooms to look like outside, as my video in message 18 and photo below.

[img/]https://i.imgur.com/ymXJcx6.jpg[/img]

As per all the old threads on this subject of whether there is a TR1 sky in the levels, we have some members who think there was an outside night sky, and others who think not.

Its just one of the paradoxes of TR1, likely never to be confirmed one way or the other
OMG... finally that abstract painting behind the windows makes some sense... Thanks, Chi!
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Old 25-04-18, 08:08   #42
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Xevengar, those screens of what it could look like are exactly what I’m on about. Screens 1 + 2 are perfect! Maybe a good one with mountains in the distance would work?

I was thinking, could it be possible to use already existing textures such as the blue of Lara’s top to colour the transparent black textures. Could someone use TRMod or another level modder program to do this?

This would make it possible to use the mod with HD textures.
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Old 25-04-18, 14:31   #43
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Xevengar, those screens of what it could look like are exactly what I’m on about. Screens 1 + 2 are perfect! Maybe a good one with mountains in the distance would work?

I was thinking, could it be possible to use already existing textures such as the blue of Lara’s top to colour the transparent black textures. Could someone use TRMod or another level modder program to do this?

This would make it possible to use the mod with HD textures.
It is certainly possible to add some polygons to the tops of the rooms and give them a texture. You'll still need a different engine to render it though, because the original engine will just make those blue polygons fade to black if you get too far away from them.
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Old 25-04-18, 14:36   #44
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You can switch the draw distance off in TombATI. The black fog isn’t a problem in my eyes. Considering with the draw distance off with my game, I can see the whole of the colosseum or better yet, the entire of the large room in atlantis and the great pyramid. The lost valley is no problem as it is smaller.
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Last edited by annl; 25-04-18 at 14:42.
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Old 25-04-18, 20:28   #45
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Originally Posted by annl View Post
You can switch the draw distance off in TombATI. The black fog isnít a problem in my eyes. Considering with the draw distance off with my game, I can see the whole of the colosseum or better yet, the entire of the large room in atlantis and the great pyramid. The lost valley is no problem as it is smaller.
I thought the draw distance was increased, not turned off.
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Old 25-04-18, 23:19   #46
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How about reusing existing texture from TR2 The Great Wall?
The one with mountains in the background, right after exiting the first watchtower and battling the crows.

I think that would work.
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Old 26-04-18, 01:51   #47
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Edit: Added another sky

Well guys i'm very happy to tell you that i finally made it possible, even if a ilttle buggy!

I did this with a basic blue color, it can be better, but high quality pictures should not used for this method as they would just look bad and buggy but it is possible!

Don't forget to make view distance "unlimited" in tombati definitions

Anyway here is a picture and the download link if you want to try







Sky Download

Gray Sky Download

Last edited by Xevengar; 28-07-19 at 20:53.
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Old 26-04-18, 05:33   #48
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I love the gray version!
Thank you for that one. Can't wait to try this out later
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Old 26-04-18, 08:32   #49
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Those are amazing Xevengar! Thanks!

Can you use hd textures with your sky mod Xevengar?
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Last edited by annl; 26-04-18 at 08:34.
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Old 26-04-18, 09:52   #50
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You made a good attempt Xevengar, but you have done what I did and that was putting the primitive skybox far too high, which makes it buggy.



The lost valley comprises of two levels of TR model rooms and thats what makes it so high. The real answer to the lost valley is to lower the primitive skybox to just above the first level, but there still is problems.



Problems...
The texture of the sky stretches out over the large sky mesh and becomes rather blocky. It needs a larger texture. I replaced the passport texture which is the largest in the level.

If the sky is lowered like this, there will be problems at the broken bridge area, as the bridge would be higher up than the sky mesh

Anyway here are the results in game....
(Note that I only lowered the sky at the start of the Lost valley,as it is too much work to change the whole valley).



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Last edited by The Great Chi; 26-04-18 at 13:10.
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