"Unofficial" TRLE Network & Chatbox
  Eidos Interactive Forums
  Tomb Raider Level Editor
  does anyone know how to do this?

Post New Topic  Post A Reply
profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone! next newest topic | next oldest topic
Author Topic:   does anyone know how to do this?
psiko
Member

Posts: 506
From:Rome
Registered: Mar 2001

posted 09-20-2001 05:48 PM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
As all of you know, when an engine poligon of the TRLE is VERY far from Lara (more than 20 squares) the engine DOES NOT draw that poligon.

But as Lara goes forward, the GAME STARTS DRAWING IT... but not simply!!... the INITIAL color of this id BLACK, and approaching at it, that poligon takes his REAL texture... (so from BLACK to its texture).

Does anyone know how to change this INITIAL COLOR? I mean to do the initial BLACK gets WHITE?

It is NOT in the wad, as I coloured it completely RED with STRpix 2 and the initial color is still BLACK.

And so for flames (yellow) and smokes (white).

I think it is in the SWD. Can we edit it somehow?

Anyone?

IP: Logged

aktrekker
Member

Posts: 454
From:WA, USA
Registered: Apr 2001

posted 09-20-2001 09:41 PM     Click Here to See the Profile for aktrekker   Click Here to Email aktrekker     Edit/Delete Message   Reply w/Quote
I think it is hard-coded in the game engine. It is basically a fog effect (that is what Direct3D calls it), and anything past a certain distance fades into the fog color. I don't know of anywhere a parameter like that is set. Maybe it is hidden in the script file? In fact, I bet there are some script settings we don't know about.

IP: Logged

psiko
Member

Posts: 506
From:Rome
Registered: Mar 2001

posted 09-21-2001 03:51 AM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
but if you look very well, both the flame emitters and the smokes, are only textures which are rotated and faded.... where are they?

and it is so for the gas out of the jeep, and many things...

yes the effect could be the fog one, but I think we could set the initial fading color somehow....

IP: Logged

piega
Member

Posts: 205
From:Netherlands
Registered: Dec 2000

posted 09-21-2001 08:19 AM     Click Here to See the Profile for piega   Click Here to Email piega     Edit/Delete Message   Reply w/Quote
Hi Psiko. I am not sure but is the fading of textures not transparent? I dont know the solution and maybe it is a script thing. You could check out the scripts from the original tombraider. When you play the jeep-levels textures fade away in the color of the horizon. And this is also in the train-level. I think it should be possible...but as you say...how?

IP: Logged

psiko
Member

Posts: 506
From:Rome
Registered: Mar 2001

posted 09-21-2001 09:37 AM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
WAW piega, really thanks... I was thinking I was asking something impossible... but if we have that in official levels I have a hope, so I will check those levels you say, and their script.

(could it be the FOG line?)

IP: Logged

pwhirl
Member

Posts: 1017
From:Mission, BC, Canada
Registered: Dec 2000

posted 09-21-2001 11:38 AM     Click Here to See the Profile for pwhirl   Click Here to Email pwhirl     Edit/Delete Message   Reply w/Quote
Actually this is what mip objects are. They just need to be set in the script.

------------------
Top 5 Favorite sayings:

  • Never give-up! unless the situation is hopeless:)
  • The only thing certain in life is uncertainty!
  • You get what you pay for.
  • Nothing is impossible, it's just not likely to happen.
  • If it doesn't kill you, it can only make you stronger.

    IP: Logged

  • psiko
    Member

    Posts: 506
    From:Rome
    Registered: Mar 2001

    posted 09-21-2001 05:36 PM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
    Actually, I found it.

    To change the initial color (the color poligons are initially coloured with, when they are very distant) is set with the FOG line. Simply put three numbers of RGB.

    But...

    I found that it works ONLY when the TRAIN is enabled in the level. Do you know another way to obtain the same effect?

    IP: Logged

    aktrekker
    Member

    Posts: 454
    From:WA, USA
    Registered: Apr 2001

    posted 09-21-2001 06:35 PM     Click Here to See the Profile for aktrekker   Click Here to Email aktrekker     Edit/Delete Message   Reply w/Quote
    Maybe with a horizon?

    IP: Logged

    psiko
    Member

    Posts: 506
    From:Rome
    Registered: Mar 2001

    posted 09-21-2001 07:29 PM     Click Here to See the Profile for psiko   Click Here to Email psiko     Edit/Delete Message   Reply w/Quote
    no, I changed at least 5 horizon of different base-colour.

    It is the fog line... it is good, but we have the little tremor of the screen for the train

    So I need a way to obtain it WITHOUT enabling the TRAIN effect....

    If we could have it, we could change the horizon with the texture we want, and set this initial colour: so we could AVOID the bad effect of suddenly appearing poligons when they are too far.

    IP: Logged

    aktrekker
    Member

    Posts: 454
    From:WA, USA
    Registered: Apr 2001

    posted 09-21-2001 10:49 PM     Click Here to See the Profile for aktrekker   Click Here to Email aktrekker     Edit/Delete Message   Reply w/Quote
    Well, they DID warn about it in the manual, and even designed their own levels accordingly. I think it might be a built-in limitation.

    IP: Logged

    All times are PST (US)

    next newest topic | next oldest topic

    Administrative Options: Close Topic | Archive/Move | Delete Topic
    Post New Topic  Post A Reply
    Hop to:

    Contact Us | EidosGames.com

    [Copyright 1999/2000 - Eidos Interactive, Inc.; Mpath Interactive]

    Powered by Infopop www.infopop.com © 2000
    Ultimate Bulletin Board 5.45c