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#2121 | |
Professor
Join Date: Jul 2012
Posts: 4,265
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Would that count if AOD were ported to the Unity engine? Does it matter in which engine it is shared? Is there even a difference between releasing the assets in a game vs just releasing them if even in the AOD engine they could just be ripped straight back out again by anyone? And if there isn't a difference, why wait? TRAE was cleared, and Core devs are blatantly uploading files from the classics these days. I doubt the 'higher ups' would even care about some enviroment models from a game nearly twenty years old that everyone regards as the black sheep of the franchise. Was permission to release the files sought out at the time? |
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#2122 |
Professor
Join Date: Sep 2014
Posts: 3,536
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it was cool to see what the scaffolding is meant to look like lol. been curious about that for ages
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Tomb Raider Forums member #54094 - Always late to the party |
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#2123 |
Explorer
Join Date: Jan 2021
Posts: 637
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Well he didn't really "get" them
![]() Last edited by reborninshadow; 24-05-22 at 13:36. |
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#2124 |
Professor
Join Date: Nov 2017
Location: England
Posts: 3,257
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^
![]() -- I've come 'round to thinking that Murti might be partly indirectly at fault for AoD's fate because of how he had SO many ideas, which were great, but it seems like he scribbled down every idea that popped into his head and gave them to Core, and Core were enthusiastic to implement as much as they could. Perhaps if Murti held back on a lot of stuff and stuck to only showing Core what was necessary, the overall design ethos/document would have been more focussed. ![]() |
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