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Wireframing Enhancements#309

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DanzaG merged 10 commits intoLostArtefacts:masterfrom
lahm86:master
Mar 5, 2022
Merged

Wireframing Enhancements#309
DanzaG merged 10 commits intoLostArtefacts:masterfrom
lahm86:master

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@lahm86 lahm86 commented Mar 5, 2022

#301 Wireframing

Transparency is now fully supported in wireframe mode, so all room and static mesh textures no longer need opaque wireframe textures. This works by making the skybox visible in every room so that the engine has a backdrop to draw, and hence to avoid the otherwise "trippy" result. Thanks to Troye for triggering the thought process that made this possible.

Separate textures for ladders and monkey bars can now be defined. This is a UI option, so disabling it means there is no distinction made between walls and ladders.

Enemy models can now be solid, like Lara. This is also a UI option, so if disabled, they will remain see-through.

There are several additional colours available for wireframing.

Thanks to Lilly Jericho for extensive testing of wireframing.

Closes #301.

#308 TR2 Secret Lighting

  • Standardizes secret entity intensity values to avoid poor lighting when they aren't in their original locations.
  • Minor refactoring in TR2SecretRandomizer to group common code for creating/editing entities.

Closes #308.

G11N

A few typo corrections have been made in the French gamestrings. Thanks to TheTowandaa for identifying these.

lahm86 and others added 10 commits January 31, 2022 20:24
- Fixes transparent doors against the void in Ice Palace.
- Minor update to FR strings to remove an unnecessary accent.
- Standardizes TR2 secret entity intensity values to avoid poor lighting when they aren't in their original locations.
- Minor refactoring for TR2SecretRandomizer to group common code for creating/editing entities.
- Overhaul of the main wireframing idea to allow transparency throughout the level, by ensuring the skybox is visible in all rooms to provide a solid backdrop.
- Ladders/monkeybars can now remain defined.
- Enemies can become solid (like Lara).
- Different colours can be allocated to each model.
- Increased the number of available wireframe colours (pretty much everything except black).
Fix for wireframe ladders when they are on more than one axis/direction of a sector.
Removed a few colours that are too dark for wireframe mode.
Removed a few colours that are too dark for wireframe mode.
- Adds a method to force texture overrides where they might be shared with ones we are excluding (see Crash Site mist and plane floor).
- Fixes a missing flipmap trigger in Aldwych.
Removes the animated eyes from Barkhang in wireframe mode.
@DanzaG DanzaG merged commit 6dc89a9 into LostArtefacts:master Mar 5, 2022
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TR2 - Standardize secret lighting Feature request: Wireframe mode

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