Merged
Conversation
Wireframe option implemented for TR2. Optimisations are needed as it is currently slow to run. TR3 yet to be addressed.
Minor performance improvements to wireframing, but this can still take up to a minute if applying to all levels. Added a new TR2 landmark.
Initial TR3 support. Full level data to be completed.
Option added to keep Lara's meshes solid. If not selected, she will either be wireframed or solid.
TR2 springboards will remain opaque.
Additional textures and landmarks added for TR3.
- Ability to retain opaque static meshes, such as the rocks in GW. - Cutscene levels will inherit the colour and Lara settings from the parent level. - Removed the need to initialise all properties in WF data JSON.
Jungle wireframing implemented. Improvements to transparent texture handling as TR3 combines the likes of water surface textures with tile segments used where we are replacing wall textures. TR3 pickups will become solid.
First pass of all TR3 levels and cutscenes for wireframing data.
Overrides added for Japanese versions of Jungle and Madubu - although the tiles are identical, the object textures differ.
Added opaque static meshes for Area 51.
Made the option for Lara to remain solid in wireframe mode default to true.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
#301 Wireframe Mode
Adds an option to texture randomization to apply a wireframe effect to levels. This replaces all geometry and model faces with automatically generated wireframes. Most geometry has to remain opaque to avoid bleeding issues, but models will generally be transparent. Some room textures will also be transparent, such as the bars in the Great Wall guardhouses, or non-breakable windows.
Each level has a data set to define which models and static meshes should remain solid. This is held in the wireframing.json file for each game, and also contains the transparent and excluded texture indices. We exclude certain animated textures such as mist, water surfaces and waterfalls, but where a waterfall is merged with rocks for example, we replace it with a frame (e.g. room 97 in Jungle).
Pickups
Solid Lara
There is an option to have Lara appear as a solid block colour in all levels, which is enabled by default. If this is not selected, she will randomly be solid or appear like other models with transparent faces.
Performance
Running wireframe mode on the full level set can add 40-60 seconds to randomization time (on the release build - it can be more in the debug build). It can be quite a challenging mode so the recommendation would be to select a handful of levels in general.
#246 TR3 Textures
Added some additional enemy textures and landmarks.