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Old 11-01-13, 23:59   #81
meta2tr
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In "Invert and multiply", white in the front face darkens the background right down to black. Can I still get it from subtype 5?
Edit: will try now

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Old 12-01-13, 00:15   #82
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Yes! Type 5 works perfectly! Thank you ensi
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Old 12-01-13, 02:21   #83
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Quote:
Originally Posted by Lwmte View Post
8 was replaced with funny "intensity=inversion" blend type, check it out! It may come in handy when creating something like X-Ray vision effects or so.
This is a good addition. A white face that's set to type 8 will invert the background.

Last edited by meta2tr; 12-01-13 at 03:02.
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Old 12-01-13, 08:33   #84
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Version 7c is here, updated to import and export the new transparency modes.

meta2tr_v7c.zip

Includes demo level.

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Old 12-01-13, 08:50   #85
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O.O at the shadow it looks amazing!
Thank god this was not released MOA part 1. otherwise titak would had delayed the levels indefinitely.
Good work guys!
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Old 12-01-13, 10:53   #86
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Another update!

Would be wise to also post this update in your Meta2TR thread I think.


@ Barry:
You know me too well!
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Last edited by Titak; 12-01-13 at 10:54.
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Old 12-01-13, 11:02   #87
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You're telling me that the water is animated-fluid ?

Btw I have a feeling the someday ngle editor will be a history........
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Old 12-01-13, 11:28   #88
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The fluid is animating because the textures are from an animation range.
So it is not moving like waterwaves do.
Still, the effect is quite convincing.

The advantage of being able to apply animationrange textures to objects like that is that you don't have to use Pixstr on the TR4 file first.
Which can be a real advantage because Pixstr does not like high poly objects much.
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Old 12-01-13, 11:54   #89
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Oh my! These are looking really wonderful I already got some really really really awesome ideas how to use those :d

The wireframe effects would look super good on some enemies
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Old 12-01-13, 12:20   #90
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Sincerely, I doubt that wireframe effect could be applicated correctly to faces, because it was made to render as line list (for line-like particles - sparkles, drips, lightning core). In D3D, line is a very dubious render type, it has fixed 1-pixel thickness, ignoring perspective or distance. I haven't encountered any contemporary game which actually used lines, in most cases it is only implemented for debug purposes. TR4 by far is only one which widely used line lists for various effects. I think that, for example, drips would look much better when rendered as small semi-transparent bubbles instead of blueish lines!
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