10-04-22, 14:33 | #21 |
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Joined: Dec 2017
Posts: 553
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Latest version: link in the first post.
New patches:
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10-04-22, 14:40 | #22 |
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Joined: Nov 2019
Posts: 977
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14-04-22, 13:05 | #23 |
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Joined: Jan 2014
Posts: 272
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particle effect
Well..., I decided to divide the levels completely into two types,
enable Distance Fog and enable Fog bulbs, so I am no longer bothered with loading screens. Now I'm trying my hand at my long-dreaming particle effect, but it doesn't work. I put a Smoke_Emitter_White in the map. (OCB=0) I follow this tutorial and put the same value except the color of this post. But only the color has been changed. I also check the "particle_testing_ground package". In that test, yellow particles(You might not call them particles ) are falling down. But in my test level, it just emits yellow smoke. https://imgur.com/a/xGTkFmp The first question is, there is no check box for "Extend Tomb4.exe size" in flep.exe (v.1.1.44) Is this the matter? Thanks in advance. EDIT: I'm so dumb. It's written right in Joey's tutorial: But you can jump straight to the Smoke emitters white OCB 00 settings and FLEP will offer you to enable those patches in one click. I enabled each OCB settings for one field such as; Smoke emitter white OCB 01 settings for start time, Smoke emitter white OCB 02 settings for End color etc. Now I get it. I finally could make the particles fall! https://imgur.com/a/p6NocmF But I have another problem. Lara has a light blue shadow only in the level of ForceVolumetricFX= DISABLED. https://imgur.com/a/4ljvGMM Is there any way to fix it? And...I forgot to mention, I want to say BIG thank you for this wonderful tool to Lwmte and ChocolateFan. And thank you very much to Dermahn for a clear step-by-step procedure for using FLEP. However... even with these easy-to-follow instructions, I still make mistakes in the order in which I copy... so I'm likely to keep making ordinary mistakes in the future. EDIT2 I found the culprit of the light blue shadow. I changed Sprite(ID=14) for particle effect. Retore it fixed the issue. Last edited by Alisa97; 17-04-22 at 03:28. |
19-04-22, 09:21 | #24 |
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Joined: Jul 2010
Posts: 256
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Can I ask for a small patch? In the last level of TRC, when you use the grappling gun, there's a cool effect where the rope drops down from the ceiling. Can you port that effect so that when we trigger a rope it doesn't appear out of thin air but gently drops as an added touch of realism?
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23-04-22, 16:42 | #25 |
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Joined: Nov 2019
Posts: 977
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would a FLEP patch be possible to customize when any bar blinks given the percentage? for example I would like the air bar to start blinking at 50%
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24-04-22, 22:21 | #26 | |
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Joined: Sep 2015
Posts: 104
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Quote:
The bigger question here is how to trigger the animation For instance, how to force the Grapple gun NOT to shoot a rope where it shouldn't shoot it. I have an idea, like, e.g. to make an invisible shatter object, to hit it with the Grapple gun, to heavy trigger the animation of the rope, and then to trigger the rope itself. In this case, we would be able to hit the invisible shatter with any weapons which use laser sight. But I'm sure there's a way to work around this. But in any case, you really need the animation of the rope. And you don't need FLEP for that particular animation, at the end of which you trigger the dangling rope. PS: I could help you with creating that animation, if you cannot use the one already existing in TR5 Chronicles. It is possible to create this effect with the aid of the Script. You need CUSTOMIZE, CUST_BAR, BAR_HEALTH, BAR_Custom1 etc., DMG_Indirect_bar, DMG_Slow_disappearing, and then at the end you type "50" if you want the bar to blink when the HP drop below 50%. I know that Lima created one such effect in Dark City Part 2, where the bar blinks when the energy drops below 10%. If you don't know how to use these commands, I'll check out in Lima's Script to see exactly how the commands in Script look like. But I definitely know that you must use the commands I listed above. |
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01-05-22, 14:10 | #27 |
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Joined: Dec 2017
Posts: 553
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We tried these options, Nina Croft, but they did not work so I made the patches, they are simple anyway.
Latest version: link in the first post. New patches:
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04-05-22, 21:55 | #28 |
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Joined: Feb 2009
Posts: 3,866
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Would it be possible to include the patch description in these posts?
I did have some sucess back porting certain FLEP patches to DRACO "Fix hair while wading" and "Prevent camera position freeze" for example have worked just fine for me in TREP. |
08-05-22, 07:33 | #29 | |
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Joined: Jul 2010
Posts: 256
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Quote:
I need to point out that there seems to be an old patch that doesn't work anymore. At least for me. Fix Lara visibility bug in binocular view doesn't have any effect. I can still see Lara if I look down in binocular mode. Last edited by Gancian; 08-05-22 at 08:23. |
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08-05-22, 13:48 | #30 |
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Joined: Jul 2016
Posts: 2,069
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^TRNG basically fixed that binoculars issue, so the patch does the opposite effect now
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