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Author
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Topic: does anyone know how to do this?
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psiko Member Posts: 506 From:Rome Registered: Mar 2001
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posted 09-20-2001 05:48 PM
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
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posted 09-20-2001 09:41 PM
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.
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psiko Member Posts: 506 From:Rome Registered: Mar 2001
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posted 09-21-2001 03:51 AM
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
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posted 09-21-2001 08:19 AM
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
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posted 09-21-2001 09:37 AM
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
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posted 09-21-2001 11:38 AM
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
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posted 09-21-2001 05:36 PM
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
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posted 09-21-2001 06:35 PM
Maybe with a horizon?
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psiko Member Posts: 506 From:Rome Registered: Mar 2001
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posted 09-21-2001 07:29 PM
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
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posted 09-21-2001 10:49 PM
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.
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