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Reply 63 of 193, by Guest

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Hi! I just found this forum, I was trying to get Tombraider to run on my XPpro machine, I saw this topic and found it xtremely interesting, amazing things you can do with this Glidos program, I see you complain a lot about the low polycount and untextured sectors, there are ways to change this though, using some fan-programmers-made programs that alter the game's 3d models or texturing. They're easy to use, I do it all the time. You can change the texturing, convert colored sectors to textured and so on. You can even create a 3d model in 3dstudio and have the game's models replaced by your very own! All of this can be done using a program called "PixStr" (google search will do 😜) But if you're not familiar with 3dStudio you can simply interchange 3d models with more detailed versions of the game, like tr2 and 3, this can be done using a program called TRviewer, that way you'll be able to get tr2's rounded boobs instead of the pointy ones. Those tools are really useful, I even made a level for TR3 called 'cafe metro' it's actually an adaptation of AOD's cafe metro, but for tr3, the level geometry was fully made with 3dStudio, you can see a screenshot at http://www.larashome.com/users/larasmansion/t … levels_2004.htm I hope I helped in some way, now I'll see if I can manage to get TR1 working 😀 haven't played it for ages.
Keep up the good work. Luigi

Reply 64 of 193, by Kaminari

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First thing is, the 3D meshes are stored in the levels, not in the executable. Toying with Lara's mesh would require to reimplement it in every TR1's level file... Thus people would need to download the whole game (which by the way is copyrighted material) just to get an updated Lara's model.

Let's think a bit further. Using such a powerful editor as TRe3D, it would be very tempting not to limit oneself with the mesh, but to go a few steps beyond by modifying the levels' geometry, using diagonal walls, applying high resolution textures directly through TRe3D... It sounds quite overkill for what Gambit is trying to achieve (ie, a 'simple' retexturing project), and in that respect it kind of defeats the whole purpose of Glidos itself. (But for what it's worth, using custom TR1 levels with Glidos works a treat!)

My 0.02€

Reply 65 of 193, by Gambit37

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Anyone is welcome to take the steps outlined by Guest in producing more complex levels, higher poly count models, etc. Personally, I'm not interested in that; I just wanted to update the original classic game with better textures. I actually enjoy the challenge of getting the textures to work on the older, rougher models.

Also, I have precious little time these days since I started my new job, so taking on anything more complex than just texturing would ensure that my project *never* gets finished.

And just to keep everyone up to date, I haven't abandoned this project -- I do little bits on it here and there. But I'm not going to be updating the site again until the whole of the Caves level is complete (and that includes all the sprites, lettering, icons, creatures and models).

Reply 66 of 193, by Glidos

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Actually, I have an idea for putting more detail in the meshes using Glidos, but I'm not sure I'll ever get the time to try it out. It should be possible to recognise any particular triangle, by the texture it uses, and replace it by several.

Reply 77 of 193, by Kaminari

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Put simply, this is just freaking awesome.

Now all I need is to pour some dough into a DVD drive. Goodbye Asus 16x!

Ryzen 2600X 4.2 GHz | Radeon RX 6650 XT 8 GB | DDR4 16 GB | Win10-64 Pro

Reply 79 of 193, by Gambit37

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Actually, I have an idea for putting more detail in the meshes using Glidos, but I'm not sure I'll ever get the time to try it out. It should be possible to recognise any particular triangle, by the texture it uses, and replace it by several.

Phewpp!! Trying to create new textures for lots of little triangles would be a bit much I think....

Well it does look a little poorly, I hope not dead.

Nope, not dead -- just resting. Although, I did some work on the caves again this week -- tidied up the overall 'base' texture and have started work on the sprites now...

It's quite interesting that I've been using photographs for all my refs -- but in fact, somhow a lot of the photo sourced stuff doesn't really look right once it's in game, especially plants. That's why my textures are ever so slightly 'not real' to be more in keeping with the original game's feel.... if anyone was wondering...