07-10-21, 16:32 | #11 | |
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Posts: 212
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Quote:
PSX always had a little extra detail and love (footstep marks and reveb and generally much better lighting and transparency effects) while pc basically got zero upgrades visually (except buggy volumetric fog and cheap bump effect) utilizing low res textures and models |
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07-10-21, 19:30 | #12 |
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Joined: Oct 2011
Posts: 757
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Doesn't mean they didn't screw up the ps1 versions in some way. All the ps1 copies of TR3 I've encountered always had desynced audio in the cutscenes, which could be a region thing. In TR1, a bunch of sound effects that looped in the PC version didn't in the PS1, but then again it's the opposite for the underwater sfx loop.
On a side not, this is just my opinion (meaning no real facts support this), but I think one of the reasons the pc versions got as little as they did was simply for compatibility reasons. There were lots of graphics cards back then, and regardless of being directx(insert number here) compliant they might not all support the same features. Here's a couple Tomb Raider 2 videos with 3 different cards: S3 Savage 3d (TR2 with Mipmapping) (Possibly NSFW) - 3dfx Voodoo 2 (Standard Directx Fare)+ Matrox Mystique There are other videos with different cards that display similar but less busted results as the MM above, but I think alot of that was simply because the cards were underpowered in some way or another. The results don't vary as much as TR1 for obvious reasons, but I still find it amusing that one card gave the game something that none of todays cards seem to want to... even with wrappers like dgvoodoo. Last edited by Kirishima; 08-10-21 at 00:23. |
08-10-21, 10:11 | #13 |
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Joined: Jul 2007
Posts: 212
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Not sure what is has to do with graphics cards.
In 1999 we had Half Life, Unreal, Outcast, System Shock on pc. Surely slapping a few extra polys on Lara and doubling the resolution of textures wouldn't be such a big deal. They didn't even care to fix textures to be seamless when bilinear filtering is on. IMO pc ports of tomb raider were lazy side product of ps1 releases. |
08-10-21, 21:14 | #14 |
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Joined: Oct 2017
Posts: 1,502
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Sky graphics fixed
I hope this restores people's faith in the PC version. it is capable |
08-10-21, 21:44 | #15 |
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Joined: Sep 2014
Posts: 3,594
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all hail troye, as they are as unto a savior deity to the lowly tomb raider: chronicles.
love you bestie ♥ |
08-10-21, 21:57 | #16 |
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Joined: Jul 2020
Posts: 1,534
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Damn, that was fast lol.
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08-10-21, 22:59 | #17 |
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Joined: Apr 2018
Posts: 38
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09-10-21, 02:22 | #18 | |
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Joined: Oct 2017
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Quote:
The textures are in the level files already, all was done through code. For PC, Core used an external sky graphics picture for PC levels that was copied into the level at compile time, but for PSX they used a sprite instead. Looks like someone updated the sprites, but forgot the PC sky What I did is make the game use the sprite instead. (You can see it's a little lower in quality, but it looks nicer imo) |
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09-10-21, 06:10 | #19 |
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Joined: May 2020
Posts: 577
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The game looks so much better without the mismatched skyboxes. Nature is healing.
Nice work Woops |
12-10-21, 00:35 | #20 |
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Joined: Jan 2006
Posts: 7,001
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Can you advise how you did this woops?
As pixstr22 and trviewer and fexmerger are all Tr5 Incompatible and cause flipmaps to corrupt- leaving many levels incompletable. |
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