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#11 |
Archaeologist
Join Date: Apr 2009
Location: Switzerland
Posts: 1,440
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Incredible ! Thank you so much =)
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Here is my life in the spotlight, spotlight... ♪ |
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#12 |
Professor
Join Date: Nov 2011
Location: Serbia
Posts: 4,860
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*faints*
Thank you so much! ![]() |
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#13 |
Golden
Join Date: Oct 2009
Posts: 11,527
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Thank you so much!
![]() I wonder what does DOT3 bump mapping do? I've used it but nothing changed. (Maybe I'm expecting the wrong thing) By the way; can you please please make the underwater waves and camera rotation patch available for TRNG? ![]() Last edited by klona; 29-01-13 at 14:02. |
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#14 |
Archaeologist
Join Date: Aug 2010
Posts: 1,788
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DOT3 bump mapping changes the way bumpmaps are applied to textures. By default, TR4 engine simply overlays bumpmaps onto textures, ignoring lighting and surface normals orientation. So, what DOT3 bump mapping patch does, is it changes bumpmap blending operation from simple overlay to dot product function (you can read about it here), which results in bumpmaps reacting to lights, their intensity and orientation. You can easily note a difference at the start-up of Catacombs, Cleopatra's Palaces levels in classic TRLE level set, or, in recent levels, King Arthur's Project (when jeep goes through underground area, you can easily spot how jeep's headlights affect wall textures).
The effect is not so obvious because generally TR has no dynamic lights applied to room textures, only static. It could be really awesome if TR supported bumpmaps on movables. Last edited by Lwmte; 29-01-13 at 14:19. |
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#15 | |
Golden
Join Date: Oct 2009
Posts: 11,527
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![]() Quote:
![]() Last edited by klona; 29-01-13 at 14:33. |
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#16 |
Historian
Join Date: May 2007
Location: Almeria (Spain) Type: Crazy TR Fan.
Posts: 473
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Thanks Lwmte
![]() I just tested your Clear Menu Backgrounds with default settings and works fine ![]() ![]() ![]() ![]() This patch could be ported to final TR4 & TR5 Games? I tried it, but it doesn't work, the game always crashs ![]() ![]() Another thing... TR4 Engine has a bug with explosive ammo ![]() ![]() ![]() Cheers ![]()
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Working in TR1 & TR2 Translations. |
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#17 |
Archaeologist
Join Date: Aug 2010
Posts: 1,788
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In TREP version, backgrounds patch bypassed rain and snow routines, so they didn't show up under backgrounds, with TRNG version I can't do so (because rain/snow procedure is in dll). As for fog issue, yes, there is a problem indeed; another possible problem is poisoning "trip effect", which also corrupts background. I guess, these are the bugs to be fixed in the future.
As for porting patches to TR4 / TR5 versions, this is something really simple, but you need to know basics of assembly language and OllyDbg usage. Only thing that is needed is to correct addresses of functions and variables. I never knew about grenade bug though; will check it out! ![]() Last edited by Lwmte; 29-01-13 at 15:00. |
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#18 |
Golden
Join Date: Oct 2009
Posts: 11,527
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#19 |
Archaeologist
Join Date: Aug 2010
Posts: 1,788
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Yes, however, effect is not too noticeable, because only bright heightmap zones are affected. I will try to modify rendering pipeline, so effect will be more noticeable (currently TR4 engine does 2-pass rendering, and I will try to add third pass for bumpmap shadows).
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#20 |
Professor
Join Date: Nov 2005
Location: Finland
Posts: 3,252
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Wonderful patches!! You truly have a way of getting around problems
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