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Old 09-09-20, 01:53   #3281
SSJ6Wolf
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Quote:
Originally Posted by YumaS2Astral View Post
Is there a crack mode on Tomb Editor? Manually figuring where there can be cracks is super boring.
The approach in this post might be useful for you.
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Old 10-09-20, 00:16   #3282
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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.
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Old 10-09-20, 00:48   #3283
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there isnt because it doesnt have its own compiler
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Old 13-09-20, 07:46   #3284
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Default 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.
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Old 13-09-20, 19:11   #3285
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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.
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Old 14-09-20, 02:20   #3286
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^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.
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Old 14-09-20, 05:25   #3287
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I am not sure, but does winroomedit's raytracer takes "edit object" collision option into account or not?
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Old 14-09-20, 06:03   #3288
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No it doesn't.
Quote:
Originally Posted by Boobandie View Post
^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.
It is resource heavy only if your light bulbs (whatever their type) have "Dynamic" checked, because it means they'll be there in the level file and be taken into account when illuminating objects. But as long as it is off, it is purely baked lighting, just like "regular casted shadows" are, no light is imported in the level, so no additional resource are consumed. By the way, Effect light bulbs are always non dynamic (even in Winroomedit/NGLE).
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.
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Old 14-09-20, 06:16   #3289
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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.
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Old 14-09-20, 06:24   #3290
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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).
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