10-09-20, 00:16 | #3282 |
Member
Joined: Jun 2017
Posts: 1,664
|
So TombIDE sets up everything for TR4/TRNG levels but out of curiosity, how would the setup for TR1-3 go? This always confused me.
|
10-09-20, 00:48 | #3283 |
Member
Joined: Apr 2012
Posts: 10,346
|
there isnt because it doesnt have its own compiler
|
13-09-20, 07:46 | #3284 |
Member
Joined: Jul 2012
Posts: 4,286
|
Ghost Block Limitations
Would it be possible to add a function like an OCB to make ghost blocks cast shadows like normal blocks?
Last edited by Boobandie; 13-09-20 at 12:35. |
13-09-20, 19:11 | #3285 |
Unverified
Joined: Jan 2008
Posts: 5,140
|
Ghost blocks solely change Floor Data.
You can fake shadows with Shadow Bulbs or negative Effect Bulbs Last edited by TR-Freak; 13-09-20 at 19:12. |
14-09-20, 02:20 | #3286 |
Member
Joined: Jul 2012
Posts: 4,286
|
^Which is an inefficient and resource heavy workaround to produce less accurate shadows than those cast by level geometry when used on a large scale. But if there's no way to add a flag to note ghost blocks as 'solid' when baking in the level lighting then it'll have to do.
|
14-09-20, 05:25 | #3287 |
Member
Joined: Aug 2010
Posts: 1,810
|
I am not sure, but does winroomedit's raytracer takes "edit object" collision option into account or not?
|
14-09-20, 06:03 | #3288 | |
Member
Joined: Mar 2012
Posts: 3,741
|
No it doesn't.
Quote:
Also maybe this is me nitpicking, but it can't be qualified as a workaround, since that is just not the purpose of ghost blocks. Ghost blocks have been made purely for changing the collision without altering room geometry. Sure it could be handy to have them cast shadows, but in the same way then objects should cast shadows as well. Last edited by Joey79100; 14-09-20 at 06:17. |
|
14-09-20, 06:16 | #3289 |
Member
Joined: Jul 2012
Posts: 4,286
|
Thanks for the tip. I used to run into problems with too many lightbulbs in a room when using effect bulbs liberally in ngle and wasn't aware that had been lifted.
|
14-09-20, 06:24 | #3290 |
Member
Joined: Mar 2012
Posts: 3,741
|
Yes, Winroomedit/NGLE didn't consider the dynamic property of light bulbs/effects when counting them and screamed whenever you had too many, even if most or even all of them were non dynamic (the On/Off button in the lighting panel).
|
Thread Tools | |
|
|