21-10-20, 15:28 | #21 |
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Joined: Oct 2017
Posts: 1,227
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^ not are working,are saying this:
Last edited by PedroTheGamer; 21-10-20 at 15:34. Reason: problem report... |
21-10-20, 18:23 | #22 |
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Joined: Mar 2019
Posts: 687
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im planning to recreate the config and system file, not using .ini, but a more similar way of the original tomb3.
EDIT: if you not have the "Config" folder, try to create it yourself, it throw this error if the folder not exist or the file failed to create. it's wreid because in the code, if the folder not exist, then it try to create it. Last edited by TokyoSU; 21-10-20 at 19:29. |
21-10-20, 20:24 | #23 |
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Joined: Oct 2017
Posts: 1,227
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it's working now thanks! but you need work on font,it's missing.... pls
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21-10-20, 21:17 | #24 | |
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Joined: Mar 2019
Posts: 687
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Quote:
for me, it's only the "shadow" being not really right, because it's caused by the zDepth not correctly setup, Tomb Engine is really ****ty because the zDepth is not setup automatically unlike OpenGL, you need to setup all zdepth manually and if something go wrong, the whole engine crash or the think you want not work or cause another bug ive tried to fix it many time but it not work the way i want im not currently a pro at render (DX5), if it was DX11 i could use some TR5Main code to fix it, but it's not |
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21-10-20, 23:03 | #25 |
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Joined: Oct 2017
Posts: 1,227
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This is bad,i hope you gonna find a solution soon
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22-10-20, 06:32 | #26 |
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Joined: Mar 2019
Posts: 687
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22-10-20, 10:59 | #27 |
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Joined: Oct 2017
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It can also be directx11 bug, in my case I can't install two at the same time on my PC so I always use shareability mode
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27-10-20, 19:05 | #28 |
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Joined: May 2019
Posts: 348
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Is there a thread on TR3 trigger difference? I already found the thread by Feder. For example, how could you set a pickup trigger for a trapdoor but I have multi pickup. I can't set an OCB for the pickups I see. Thank you
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28-10-20, 03:00 | #29 |
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Joined: Oct 2017
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13-11-20, 08:00 | #30 |
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Joined: Apr 2012
Posts: 651
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Hello buddies!
I just released a level for TR3 engine and it has some rendering flaws. As you can see in the pic above, some moveables are missing while you play the game. i.e the Boat is invisible. This is a rendering problem due to the amount of polis, vertex, objects, meshes that the engine must draw at the same time. I know that this project of reverse engineer and decompile functions is hard and slow. But I would ask if you can have in mind the chance to fix the problem increasing the amount of things you can render. I don't know if this is possible or directly impossible, but being possible, it would bring back a solution for all us who have built levels with huge environments. Thanks! |
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