20-08-18, 08:38 | #141 |
Member
Joined: Nov 2005
Posts: 2,973
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I'm amazed at this.
Those shadows.... |
20-08-18, 10:44 | #142 |
Member
Joined: May 2011
Posts: 3,816
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oh btw, do you think it'd be possible to have everything drop shadows? not just lara and the lion but also e.g. the fence that's standing there in the video?
That would be awesome |
20-08-18, 13:07 | #143 |
Member
Joined: Apr 2012
Posts: 10,346
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or those grates with magenta textures. could the engine recognize the magenta textures and make lighting react to it?
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03-09-18, 23:31 | #144 |
Member
Joined: Oct 2014
Posts: 269
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Just one little detail, TR5Main is a bit confusing as a project name. I tried to find reddit posts about it but nothing showed up. Maybe using a more unique name will give this project some more attention.
Also when is the marriage Monty ? Last edited by Nicklander; 03-09-18 at 23:32. |
04-09-18, 06:28 | #145 |
Tomb Editor
Joined: Mar 2010
Posts: 506
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Hi It passed a while since the latest update and it's time to give you some news.
Tomb Editor development is very near to the release of version 1.2. The big jump in versions number should tell you that there will be many new features. For TR5Main, development is going very well. We almost have finished the 80% of the new renderer and I will show you some development videos very soon. Lwmte has implemented a new sound system using the bass.dll library, and I'm currently adding LUA to the engine! The old .DAT files will be replaced by LUA scripts and also in game there will be the possibility to create custom scripts. You will be able to create custom complex triggers without overlapping dozens of triggers. The old triggers will stay (often the simplicity is the best way), but if you want to create something complex, LUA will be the way. Here's an example of the new gameflow: Code:
-- TR5Main Gameflow file -- Created by MontyTRC -- Place in this LUA script all the levels of your game -- Title is mandatory and must be the first level -- Title level title = Level.new(); title.script = "andrea2.lua"; title.soundtrack = 110; title.filename = "Data\\title.trc"; title.horizon = true; title.coladdhorizon = true; title.layer1 = SkyLayer.new(120, 80, 50, -4); title.storm = true; title.background = "Title.png"; Gameflow:addLevel(title); -- Streets of rome streets = Level.new(); streets.name = 101; streets.script = "andrea1.lua"; streets.soundtrack = 128; streets.filename = "Data\\andrea1.trc"; streets.horizon = true; streets.coladdhorizon = true; streets.layer1 = SkyLayer.new(120, 80, 50, -4); Gameflow:addLevel(streets); -- Trajan markets trajan = Level.new(); trajan.name = 102; trajan.script = "andrea2.lua"; trajan.soundtrack = 126; trajan.filename = "Data\\andrea2.trc"; trajan.horizon = true; trajan.coladdhorizon = true; trajan.layer1 = SkyLayer.new(120, 80, 50, -4); trajan.storm = true; Gameflow:addLevel(trajan); Last edited by MontyTRC; 04-09-18 at 06:40. |
04-09-18, 08:05 | #146 |
Member
Joined: Jul 2010
Posts: 858
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Great to hear that
Will there be a way to use Meta2tr in both Tomb Editor and TR5Main? |
04-09-18, 08:16 | #147 |
Member
Joined: Jul 2012
Posts: 4,286
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Why would you want to when the export room function and UV mapped objects are fully implemented?
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04-09-18, 09:43 | #148 |
Member
Joined: Jul 2010
Posts: 858
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Because in this way we can have different shaped rooms with right illumination, like the beautiful Tomb Raider Hypersquare
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04-09-18, 09:48 | #149 |
Member
Joined: Apr 2005
Posts: 9,208
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04-09-18, 10:46 | #150 |
Member
Joined: Mar 2012
Posts: 3,741
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I'm all for LUA. Having more capabilities, with loops and everything regular programing allows would be great.
It's exactly what TE's room import/export is aiming at, without the hassle of having to do it directly on the compiled file and losing your changes if you need to rebuild your level for some reason, since it's all saved in the project. Same goal, same capabilities, but much better workflow. There's really no need for Meta2TR with that. Last edited by Joey79100; 04-09-18 at 10:48. |
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