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  The shape of the TR3 Horizon is BAD!

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Author Topic:   The shape of the TR3 Horizon is BAD!
qbg
Member

Posts: 166
From:Newtown, Powys, Wales
Registered: Nov 2001

posted 12-23-2001 03:30 PM     Click Here to See the Profile for qbg   Click Here to Email qbg     Edit/Delete Message   Reply w/Quote
It makes one pixel dots spread. Not healthy for space station levels. Is there another good shape available?

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Wee Bald Man
Member

Posts: 523
From:Simple Mud Hut (Near Twisted Gnarltree), The Swamp, Dagobah, Distant Sluis Sector of the Outer Rim Territories
Registered: May 2001

posted 12-23-2001 05:26 PM     Click Here to See the Profile for Wee Bald Man   Click Here to Email Wee Bald Man     Edit/Delete Message   Reply w/Quote
Hi qbg,

Could you explain it makes "one pixel dots spread" in a different way (maybe with a picture)?

Do you mean that if you paint a single pixel it becomes anti-aliased in-game?

WBM


------------------

"Never go to a doctor whose office plants have died."

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aktrekker
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Posts: 848
From:WA, USA
Registered: Apr 2001

posted 12-23-2001 05:56 PM     Click Here to See the Profile for aktrekker     Edit/Delete Message   Reply w/Quote
He means the textures are stretched. Like the 64x64 tiles are stretched to 1024x1024. Of course they use some sort of subsampling that behaves similar to antialiasing. But the end result is that your pixel (say, a star) is blown up very large.
I believe this behavior is built into the game engine, and can't be changed. In fact, it is required because of the small size of the horizon graphics. It is better than having to provide multi-gigabyte horizon graphics.

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Ultimate.Reality
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Posts: 213
From:brahman
Registered: Oct 2001

posted 12-23-2001 08:29 PM     Click Here to See the Profile for Ultimate.Reality   Click Here to Email Ultimate.Reality     Edit/Delete Message   Reply w/Quote
ok, i think sage helps to fix that stuff.......

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Wee Bald Man
Member

Posts: 523
From:Simple Mud Hut (Near Twisted Gnarltree), The Swamp, Dagobah, Distant Sluis Sector of the Outer Rim Territories
Registered: May 2001

posted 12-24-2001 06:08 AM     Click Here to See the Profile for Wee Bald Man   Click Here to Email Wee Bald Man     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by Ultimate.Reality:
ok, i think sage helps to fix that stuff.......

Hi Ultimate.Reality,

I am interested to see how this is achieved without slowing down the game. Are there any working examples (wads or levels) I can look at that you know of?

WBM

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Ultimate.Reality
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Posts: 213
From:brahman
Registered: Oct 2001

posted 12-24-2001 06:32 AM     Click Here to See the Profile for Ultimate.Reality   Click Here to Email Ultimate.Reality     Edit/Delete Message   Reply w/Quote
well, i got an antarctica horizon from sage.......

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Wee Bald Man
Member

Posts: 523
From:Simple Mud Hut (Near Twisted Gnarltree), The Swamp, Dagobah, Distant Sluis Sector of the Outer Rim Territories
Registered: May 2001

posted 12-24-2001 08:43 AM     Click Here to See the Profile for Wee Bald Man   Click Here to Email Wee Bald Man     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by Ultimate.Reality:
well, i got an antarctica horizon from sage.......

Is it higher resolution than the ones supplied by Core?

WBM

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qbg
Member

Posts: 166
From:Newtown, Powys, Wales
Registered: Nov 2001

posted 12-24-2001 10:02 AM     Click Here to See the Profile for qbg   Click Here to Email qbg     Edit/Delete Message   Reply w/Quote
quote:
Originally Posted by Wee Bald Man

...(maybe with a picture)?


I'd love to, but I don't know how to do it.

quote:
Originally posted by aktrekker

He means the textures are stretched.

That's right. It is quite annoying.

I believe this behavior is built into the game engine, and can't be changed.

Really? Nuts... I thought it could be possible with a cad with DXF support.


quote:
Originally posted by Ultimate.Reality

ok, i think sage helps to fix that stuff.......


What stuff?

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