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Old 16-10-18, 16:30   #261
LGG_PRODUCTION
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OMG, this is awesome , I would like to test it.
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Old 16-10-18, 16:50   #262
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OMG THIS IS BEYOND MY EXPECTATIONS you even did the TR3 lighting for the objects in the menu!!!

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Old 16-10-18, 16:59   #263
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^^ Woah! This is amazing!
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Old 16-10-18, 17:09   #264
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Amazing work. Exceeded all expectations!! Also your test level is beautiful.
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Old 16-10-18, 17:30   #265
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Amazing work. Exceeded all expectations!! Also your test level is beautiful.
Seconded!
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Old 16-10-18, 18:10   #266
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Quote:
Originally Posted by LGG_PRODUCTION View Post
OMG, this is awesome , I would like to test it.
Thanks! Still a few small things to work out, but yes I'll post on the testing forum as soon as it's ready.

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OMG THIS IS BEYOND MY EXPECTATIONS you even did the TR3 lighting for the objects in the menu!!!
Never managed to figure out lighting, but did find a workaround which I hope won't cause any bugs. Basically the lighting is based on the light falling on Lara. This means you can set up a "lighting room" and create your own custom lighting scheme by using the room editor. Then you just get the coordinates of any spot inside this room and set it in the script. Similar to how you set up loading screen coordinates.








This is the room based on the TR3 lighting scheme

Also couldn't figure out how to colour meshes, that's why the globe is grey. Builders will need to texture their maps on their own.

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Amazing work. Exceeded all expectations!! Also your test level is beautiful.
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Seconded!
Thank you! I really need to get back on that, this plugin is taking up way too much of my TRLE time.
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Old 16-10-18, 18:43   #267
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Can we use the globe also like in TR3, at the end of a level, choosing for next one?
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Old 16-10-18, 19:00   #268
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At around 08:35 I actually triggered the globe to open using a flipeffect. You can also configure it to prevent the player from cancelling, forcing them to choose a location.

For each location marker you can call any triggergroup after selecting. You can also specify a conditiongroup to disable certain markers and prevent them from showing.

Whether there is a flipeffect to load a specific level I'm not sure. Can you call a finish trigger using flipeffects?
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Old 16-10-18, 21:21   #269
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Whether there is a flipeffect to load a specific level I'm not sure. Can you call a finish trigger using flipeffects?
F82 can do that.


The inventory and fast travel globe look awesome!!!!!
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Old 16-10-18, 21:45   #270
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Quote:
Originally Posted by JMN View Post
Never managed to figure out lighting, but did find a workaround which I hope won't cause any bugs. Basically the lighting is based on the light falling on Lara. This means you can set up a "lighting room" and create your own custom lighting scheme by using the room editor. Then you just get the coordinates of any spot inside this room and set it in the script. Similar to how you set up loading screen coordinates.
Well that sounds even better!! The TR3 one's lighting is hardcoded from what I could tell and you made yours adjustable
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