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Old 24-05-23, 02:09   #291
mizuno_suisei
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Any idea what may be causing me to have a black inventory? I recall installing tomb5p some time back and it was fine. Installed toast night but can't seem to get a translucent inventory (tried different resolutions etc. Mono screen setting)
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Old 24-05-23, 03:43   #292
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Make sure the texture bit depth you choose matches the resolution bit.
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Old 24-05-23, 04:31   #293
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Oh what the hell I swear I checked that twice. Thankyou!

May i ask a question - do you have the RGB values for the TR5 inventory colour? Over the years I have tried numerous values for it for TREP etc but could never quite get the right time and shade.

Last edited by mizuno_suisei; 24-05-23 at 04:46.
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Old 24-05-23, 14:12   #294
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it is 0xFFFFFF80
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Old 25-05-23, 02:47   #295
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Quote:
Originally Posted by Kirishima View Post
That would require data injection, like what tomb1main is doing, which is probably outside the scope of what this project aims to achieve.
You just reminded me of the following quote by Woops:

Quote:
Originally Posted by Woops View Post
(...)



oh I'm sorry! I did indeed miss that page.
Dreamcast shadows are planned, but won't be for a while they're very complex to add and for that reason, they're not very high priority
The meshes for Lara's shadow in the Dreamcast version are present in all the PC level files except in the Rome levels, the Title sequence and the VCI cutscene file. It even shows as ObjectID 127 in FexMerger.

I am not sure whether it will be possible to load the shadow meshes individually from its own file or if each level where it's missing has to be modified separately. The 'injection' solution (Ó la barefoot.sfx) seems more appealing, since it could be applied to TLR as well.

On another note, the saved game files have stopped being compatible with the save and position editors. This is only a minor inconvenience though.
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Old 25-05-23, 09:51   #296
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Hey all. I was just wondering what the status was or if there is even going to be a release for DX9.
I have been trying to dig into getting the classic TR games to work with RTX remix but the issue is that the current versions of direct x7 and lower to dx9 wrappers do not really work and if the application is using a DX9 API then it needs to be using a fixed function pipeline.
I tried with TR2main but I remember reading from the dev himself that the dll is pretty delicate which shows as the game will crash on boot.
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