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3d pickups are too dark #2017

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Richard-L opened this issue Dec 13, 2024 · 3 comments
Open

3d pickups are too dark #2017

Richard-L opened this issue Dec 13, 2024 · 3 comments
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Enhancement Improvement of an existing feature TR1 TR2

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@Richard-L
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Richard-L commented Dec 13, 2024

PS1
Tomb_Raider_II_-_Starring_Lara_Croft_USA_2024-12-12-23-23-21.png

TR2X w 3d pickups enabled
image.png

The comparison is a little unfair but just to illustrate that some pickups are much too dark. I guess this is normal when showing them in 3D, and in fact this is an issue that's also very present in OG TR3.

What could be done to remedy it? Is there a smart way to calculate the lightness of the textures as they show in their given environment, and then boost them accordingly where needed?

Had anything in this regard been done for TR1X actually?

Thanks for tackling this, and all of your work, as always.

@Richard-L Richard-L added Enhancement Improvement of an existing feature TR2 labels Dec 13, 2024
@aredfan aredfan added the TR1 label Dec 13, 2024
@aredfan
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aredfan commented Dec 13, 2024

Not to mention some pickups are well camouflaged. 👇

20241213_074258_The_Cistern

@Richard-L
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Ah shoot. Was hoping it may not be a TR1 problem perhaps.

I wonder what options exist to make the textures of these pickups brighter, and whether that alone will be satisfactory.

Also makes me think of PS1's improved contrast levels which I wonder if they would be helpful.

@rr- rr- moved this to Ready in TRX Dev tracker Dec 13, 2024
@rr- rr- moved this from Ready to Backlog in TRX Dev tracker Dec 13, 2024
@lahm86
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lahm86 commented Dec 13, 2024

All items have a shade (or two shades in TR2, although they're both generally the same value) and this is used to calculate sprite lighting. We could possibly re-use these shades for 3D, similar to how static meshes are lit. At the moment, it only uses the room's lighting.

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Labels
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