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Old 24-04-20, 16:45   #51
Gh0stBlade
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Progress using the original pixel and vertex shaders. Plenty of work to be done though

Cheers.
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Old 24-04-20, 18:30   #52
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I don't really understand what's going on in that screen but it's great to hear that you're making progress !
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Old 09-07-20, 03:31   #53
Gh0stBlade
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Hey everyone!

I haven't posted any updates in a long while but the "editor"... well level viewer (for now) started to consume huge amounts of RAM when loading levels for ROTTR (32GB Used in some cases).

As a result and due to access to new resources for Tomb Raider: 2013 I have decided to switch to writing an editor or level viewer for the first game.

I will cut things short and not go through previous successes and post info regarding the current state of the level viewing fuctionality.



This is an image of the Engine loading an entire Multiplayer map. Currently the Engine supports loading:
  1. Render Meshes.
  2. Terrain Meshes.
  3. Textures (DXT1, DXT5 and RAW).
  4. Vertex Shaders.
  5. Pixel Shaders.

Previous problems include:
  1. Vertex Shaders were sometimes incorrectly loaded.
  2. Like the ROTTR Editor the TR2013 Editor used to consume huge amounts of RAM which is now fixed.
  3. Some constant buffers had bad values resulting in incorrect looking materials.
  4. Severe runtime performance issues.

Current Issues:
  1. Engine needs to be refactored and cleaned up.
  2. Moderate runtime performance issues.
  3. Rare crashes.
  4. Lighting pass does not render any lights.
  5. The graphics do not match what is seen in-game.
  6. The Engine does not yet have saving functionality.
  7. Many items are not placed on the map yet.
  8. Sometimes there are holes in the map.
  9. Issues with lod levels not solved yet.
  10. Sometimes shadow models are drawn.
  11. Some models may not be positioned correctly.
  12. Blend modes not fully implemented.
  13. Culling of terrain and render meshes is faulty resulting in runtime performance issues.
  14. Engine needs to be optimised further for better performance on low end systems.



Engine also supports viewing individual models.

Cheers.
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Old 09-07-20, 15:13   #54
tlr online
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Very nice work Gh0stBlade.
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Old 09-07-20, 18:46   #55
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Wow that's insane! Keep up the good work
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Old 09-07-20, 18:57   #56
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that's absolutely impressive

please do know your work is greatly appreciated!
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Old 14-07-20, 17:50   #57
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DELETE thought this was general tomb raider thread

Last edited by Lyle Croft; 14-07-20 at 17:59.
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Old 09-09-20, 14:10   #58
Gh0stBlade
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Work in progress Material Editor. Has very basic functionality since the juicy bits of data is cooked into the Shader.

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Old 18-05-21, 19:32   #59
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Hey everyone!

I know I haven't provided updates in a long while but I've been busy with other projects. The editor recently has made significant progress.

Let me provide you with an update on what has been going on over the past few months

We started working on the lighting system

In-game:


In-Editor:


The above is the very first directional light mapping test.

Moving forward
1. We got the scene "moving" by adding a time vector and fixing a constant buffer issue between vertex and pixel shaders. This resulted in:

Click

That's right! Water, plants and everything else are animated that are controlled by vertex shaders

Gorgeous Editor Graphics:






As of today:
We recently discovered a list of meshes which weren't previously loaded/drawn. These are external objects from the zone DRM. Subseqently all maps now have all objects drawn with no issues. Look at this:



Previously meshes were almost drawn fully for a scene but now we support full mesh loading for an entire scene zero missing meshes or holes in map .


Todo:.
  1. Severe runtime performance issues need fixing.
  2. Crash fixes need implementing.
  3. Lighting is sometimes inaccurate and needs fixing i.e stencil test.
  4. Engine needs to be refactored and cleaned up.
  5. The graphics do not match what is seen in-game.
  6. Issues with lod levels not solved yet.
  7. Sometimes shadow models are drawn.
  8. Culling of terrain and render meshes is faulty resulting in runtime performance issues.

Cheers.
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Old 19-05-21, 15:57   #60
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Wow, looks amazing!
Seems like a lot of work went into this.
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