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Old 03-08-19, 08:22   #1
TRExpertgamer
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Default TR5 HD Remaster

How many of you fans agree that this Tomb Raider game should go for an HD Remaster? Not a Remake...
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Old 03-08-19, 08:35   #2
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I'd like it, but with updated models, geometry (keep the "grid system" but make the blocks less "blocky" if it makes any sense), lightning and textures.

Something like those Minecraft RTX mods.
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Old 03-08-19, 08:38   #3
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Originally Posted by ESCachuli View Post
I'd like it, but with updated models, geometry (keep the "grid system" but make the blocks less "blocky" if it makes any sense), lightning and textures.

Something like those Minecraft RTX mods.
Great concept of thinking. I absolutely like to hear that!!
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Old 03-08-19, 11:03   #4
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At this point I'd be pleased if anything at all happened in the modding community for TR5.
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Old 03-08-19, 13:23   #5
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I have remade some textures, two outfits the three pushables and some other things
But they are not for a remaster..
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Old 03-08-19, 14:44   #6
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I have remade some textures, two outfits the three pushables and some other things
But they are not for a remaster..
Ok
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Old 04-08-19, 11:12   #7
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The problem with TR1-5 remastering, even of the simplest kind, is how the assets are stored, with textures being probably the most difficult to work with. They are scattered across level files and despite the fact many level files share a lot of the tiles, they are still stored separately. That means every single tile would have to be accounted for and replaced per each level file.
All attempts at modding textures we have seen here use the method of swapping the 256x256 pixel texture pages with high-resolution replacements, but this means every tile on each such page has to be replaced one by one... This is exhausting and very likely the reason why the iOS ports texture swaps were never finished (they either run out of time or were simply too tired to continue).
In order to do this in a more efficient way, tools would have to be made to swap out textures across multiple files, as well as models if they were to be modified. This is probably achievable, but requires work and mostly good insight into the games' codebases and file formats. This is more likely to be done by community members, some of which have just the right skill (but might not really have the time) to do this, than by any commercial studio at the request of the IP holder.
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Old 05-08-19, 08:01   #8
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As I understand it, TR5 also doesn't take kindly to modding anyway.
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Old 05-08-19, 10:04   #9
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Quote:
Originally Posted by Dustie View Post
The problem with TR1-5 remastering, even of the simplest kind, is how the assets are stored, with textures being probably the most difficult to work with. They are scattered across level files and despite the fact many level files share a lot of the tiles, they are still stored separately. That means every single tile would have to be accounted for and replaced per each level file.
All attempts at modding textures we have seen here use the method of swapping the 256x256 pixel texture pages with high-resolution replacements, but this means every tile on each such page has to be replaced one by one... This is exhausting and very likely the reason why the iOS ports texture swaps were never finished (they either run out of time or were simply too tired to continue).
In order to do this in a more efficient way, tools would have to be made to swap out textures across multiple files, as well as models if they were to be modified. This is probably achievable, but requires work and mostly good insight into the games' codebases and file formats. This is more likely to be done by community members, some of which have just the right skill (but might not really have the time) to do this, than by any commercial studio at the request of the IP holder.
Well, for starters, that kind of file management should be updated. It is not only hard to manage, but also redundant and un-optimal.
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Old 05-08-19, 15:23   #10
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Quote:
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Well, for starters, that kind of file management should be updated. It is not only hard to manage, but also redundant and un-optimal.
It was optimal in that era, packing all data in a single file made it possible for the games to avoid loading during levels and TR kind of stood out for this.
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