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#3801 | ||||
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,242
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![]() (In fact, first I want to see the own properties of TE, without FLEP modifications, which may disturb me in this early stage, that is why FLEP is still not used.) |
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#3802 |
Archaeologist
Join Date: Aug 2010
Posts: 1,354
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No problem. TE doesn't support applying vertex colors to a single face, it is known limitation. Monty wanted to fix in around 2 years ago but I guess there were more important things to do or TE architecture doesn't allow that. So I recommend you to use room export-import workaround. Other level designers already use it with success.
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#3803 |
Professor
Join Date: Mar 2012
Location: France
Posts: 3,333
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While TE doesn't apply effects on single faces, it still applies them to whatever the closest vertices is. So a combination of effects, or non dynamic shadows should do the trick I think?
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"sdfgisdgdsfgdsfgdsgfsdgsgfdgsfgdsf" ~ SrDanielPonces |
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#3804 |
Relic Hunter
Join Date: Jan 2008
Location: Deutschland
Posts: 5,055
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For having a single vertex color you can try this:
Either put the effect directly onto the vertex: or, if the effect radius is too big and affects other vertices: Put a spot light or regular light with Dynamic turned off, point it to the vertex and set its intensity to negative. Hint: Lights with "Dynamic" turned off behave like Effects: They only light up room geometry and do not affect objects like lara or statics
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"Your perception of good timing is...bad!" Last edited by TR-Freak; Yesterday at 11:39. |
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#3805 |
Hobbyist
Join Date: Aug 2018
Location: I live with the dolphins XD
Posts: 64
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I'm having a small problem with the horizon, I need the horizon to only show through the ceiling but for some reason its keeps showing in the distance. There is probably a simple way to fix this, that i am just not realizing. Any help would be appreciated.
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"~Do Epic Shiz~" |
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#3806 |
Student
Join Date: Jan 2004
Location: Surrey
Posts: 196
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Have you tried to increase the World distance?
Putting this line in your script, in [Options] zone: Code:
WorldFarView= 127 By default, the map will draw 20 sectors before it gets broken and draws the horizon. This is not a bug, it was done in purpose to optimize the game making it work in the Playstation 1. Nowadays, pc's are more powerful and the engine can hold more charge thant those old TR4 times. But yet, there is always a limit, 127 is the max in the world right now, but if your level is very "high poly" or you have many rooms connected, you can experience crashes, or hiccups in the framerate, so a lower value is recommended. You can set a custom view Distance for each level adding this line in the script to the level area : Code:
LevelFarView= 30
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Living and Left :) Last edited by adngel; Yesterday at 19:56. |
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#3807 | |
Hobbyist
Join Date: Sep 2012
Posts: 34
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It's like we've talked about this before. ![]() It worked for me. Give it a try. https://www.tombraiderforums.com/sho...d.php?t=225228 Szia! Erről már egyszer sikeresen beszélgettünk. ![]() ![]() |
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#3808 | |
Hobbyist
Join Date: Aug 2018
Location: I live with the dolphins XD
Posts: 64
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"~Do Epic Shiz~" |
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#3809 | |
Moderator
Join Date: Dec 2011
Location: Hungary
Posts: 4,242
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I totally forgot that discussion! ![]() So it seems it works with Shadow instead of Effect. Splendid! ![]() Szia! Teljes elfelejtettem, hogy ezt már megbeszéltük. ![]() Tehát, úgy tűnik, ez Shadow-val működik Effect helyett. Remek! ![]() |
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