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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.
The text was updated successfully, but these errors were encountered:
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.
PS1
TR2X w 3d pickups enabled
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.
The text was updated successfully, but these errors were encountered: