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Old 18-01-21, 00:02   #561
HaniHeger
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I use TE so TRNG would be the one, I would like to know the exact number, so if anyone knows
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Old 18-01-21, 18:52   #562
Titak
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TRNG can handle up to 8192 vertices per mesh.
But Strpix can handle only about 1000.

This is not recommended for an outfit btw...

And also keep in mind that the engine snaps vertices to integer coordinates. And that means small details in the mesh will get distorted.
(Not really just the engine I think... STRPix does it as well. I'm not sure how it works.)

Last edited by Titak; 18-01-21 at 20:25.
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Old 18-01-21, 19:25   #563
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Quote:
Originally Posted by Titak View Post
TRNG can handle up to 8192 vertices per mesh.
But Strpix can handle only about 1000.

This is not recommended for an outfit btw...

And also keep in mind that the engine snaps vertices to integer coordinates. And that means small details in the mesh will get distorted.
(Not really just the engine I think... TRPix does it as well. I'm not sure how it works.)
It is because TR4 engine coordinate values are 32bit Integers, that is why they are snapped to the integer value.

Only TRC (and hopefully TR5Main) handle float point coordinate values as far as I am concerned.

/EDIT

This is the outfit I came up with for my upcoming project











It bears elements from FMV Lara outfit and Joey79100/Poyo's ponytail and elements from my previous map incorporated into it

Last edited by Richard_trle; 19-01-21 at 08:39.
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Old 19-01-21, 17:53   #564
HaniHeger
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Quote:
Originally Posted by Titak View Post
TRNG can handle up to 8192 vertices per mesh.
But Strpix can handle only about 1000.
Well the plan is for me to use blender, not STRPix! So those are a lot more vertices than I expected to have in store

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This is not recommended for an outfit btw...
Oh, well what would be recommended then? And how much trouble using 1000 or 8192 vertices would bring to me?

Last edited by HaniHeger; 19-01-21 at 17:55.
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Old 19-01-21, 18:47   #565
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^
Well, like I said already, vertices of small details will be snapped to integer values, thus distorting the meshes or even merging vertices together if they are very close.
So adding that much detail to a Lara model would be a waste of time.
Plus the holes where the joints connect can only have 11 vertices.

To give a good idea of what is a decent amount of vertices, check models that look high res to you. You'll see the the high res look is often accomplished through textures and not the amount of vertices per mesh.


And since the engine is not optimized at all, such high res objects can also cause lagging. Especially when having a bunch of them together in one (larger) area.

Perhaps some other bugs might appear as well.
Or hitting limits faster.
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Old 19-01-21, 18:56   #566
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Top post is now updated with a new header, also I'm loving everyone's outfits so far!!
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Old 20-01-21, 08:06   #567
Mordyga
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Looks good Richard but she looks stoned. Maybe whiten the eye textures a bit?
That gradient (?) eyeball textures really stands out comparing to the 1 pixel skin texture
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Old 20-01-21, 16:03   #568
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^ agree and i also think her head is way too big

something like this would improve it:
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Old 20-01-21, 16:45   #569
not again!
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Quote:
Originally Posted by turneraider View Post
Top post is now updated with a new header, also I'm loving everyone's outfits so far!!
I love the new header, it looks amazing when using the forum's night theme.
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Old 07-02-21, 06:00   #570
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@Richard I'm glad you got your outfit working! I forgot to answer your last PM about it but obviously you figured it out.

These pants textures took forever to sort out, but I finally got them looking presentable.



You wouldn't think these jointed outfits take that much work, but making the existing textures fit on different meshes is a pain in the ass. Just for these pants I exported each original individual texture, put them together in Photoshop to make a map/atlas, made some edits, cut out new textures, saved them, reimported each individual texture and applied it, tested in-game but it didn't look quite right, went back to Meta and edited my meshes to accommodate the textures more easily, started over with the editing/cutting process in Photoshop, saved them again, reimported, etc etc etc. Also props to Core, they didn't just mirror the textures from one leg onto the other, BUT that also made more work for me. All to have pants that basically look the same as they did in 1998

ANYWAY the torso textures on the TR3 Nevada outfit are literally awful, so I'm thinking I'll just edit the TR2 home top. IDK why they didn't do that in the first place TBH.
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