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Old 19-03-20, 22:58   #31
JAMJOOM
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can't wait to see this
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Old 22-03-20, 07:08   #32
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Originally Posted by Reggie View Post
Thanks!

Had some fun with OpenLara today:

I love this water, post a video of it in animating. Did you apply a water shader too?
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Old 22-03-20, 11:16   #33
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I love this water, post a video of it in animating. Did you apply a water shader too?
This is how any water room and surface gets rendered in the OpenLara engine. It's possible to somewhat emulate it in TRLE with a lot of effort (see LoreRaider's recent work). I'm trying to find ways to remaster water surfaces properly within the Tomb Raider 2 engine so we at least get some translucency, but we might have to wait until Arsunt's Tomb2Main makes that possible. Until then, this was just a demo of sorts for what it could look like.
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Old 22-03-20, 12:04   #34
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Question:

Is it possible to have this kind of texture for water surfaces when replacing textures for TR2?



This was done with TRXtra for TR1 but idk if the way Peixoto is used allows for more sophisticated water textures.


Thanks all. Every texture has presented it's own challenge so far and has really exposed me as a self-taught amateur designer, but I'm determined to get it up to a good enough standard for everyone.
Why not just download the textures and have a look at them?
AFAIK these are just higher resolution textures which use fancy texture work. Thats all...
Kind of like the TR1 water texture near the waterfall which is all foamy.
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Old 22-03-20, 13:48   #35
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Why not just download the textures and have a look at them?
AFAIK these are just higher resolution textures which use fancy texture work. Thats all...
Kind of like the TR1 water texture near the waterfall which is all foamy.
I did, I have looked at, used them, modified them.

In short the answer to my own question is 'no' these textures are currently impossible to use in the TR2 engine.

I asked the question here because I have no idea yet how to replace textures using the Peixoto tool and was hoping rather using trial error, someone might have knowledge of how magenta textures are handled in TR2. This question was answered on Discord and therefore, I refer you back to my last post in which I explain that the kind of textures used for TRXtra are incompatible with the TR2 engine when using replacements. Currently, there is no support for anti aliased magenta texture edges meaning every pixel must have a hard edge.

My focus currently is on creating textures, testing those in a converted TR4 engine level then when it is finished, I will begin replacing all the textures within the TR2 engine making any adaptations as necessary. Anticipating the issues with water textures is part of that.

Last edited by Reggie; 22-03-20 at 13:50.
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