LostArtefacts / TR2X

Decompilation project for Tomb Raider II (1997), along with additional enhancements and bugfixes
https://lostartefacts.dev/
GNU General Public License v3.0
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Add 3D PickUps #27

Open Richard-L opened 10 months ago

Richard-L commented 10 months ago

Cf TR1X

aredfan commented 10 months ago

For this and #28 - I think the devs should make allowance for secrets to remain sprites because there are no 3d models for secrets in TR2/GM. In other words, a hybrid option of 3d pickups and sprites.

rr- commented 10 months ago

Are there any decent 3d models for the dragons that we could inject? (This could be a separate setting.)

Richard-L commented 10 months ago

Ah shoot that's true.

A hybrid could work. I could also try modelling something perhaps. What format would we need for it? OBJ, STP? Would there be a max face count to regard?

rr- commented 10 months ago

I'm afraid I don't know; maybe @lahm86 could answer this?

Regarding style, I'd try to maintain this dragon shape: 20231106_095108_xbb 20231106_095132_nxm and not diverge like this, which can be seen in custom levels: 20231106_095204_zng

Ideally we should maintain low poly style: ee82e555feef5805a5e245171997bf46

aredfan commented 10 months ago

Low-poly models sound good to me because it's more faithful to imitate the original game. I thought it might be helpful to add a picture of all the secret sprites for reference, top row is TR2 and bottom row is TRGM.

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Richard-L commented 10 months ago

Thanks a lot!

I was going to look for them. I believe some fans even dug up the source images of these from some 90s stock product. I'll see if I can find some of that. Will be helpful to have as much info as possible to then distil down to something low poly.

lahm86 commented 10 months ago

Of all the pickup items in TR2, the flare box has the most faces - 325 in total between 4 meshes.

image

The small medipack has the most meshes (7).

image

I can't say whether or not there are limits, but these numbers seem fairly generous for making new models. In terms of format, WadTool supports several - too many to list :smile: If you open a level, pick any object and then choose Edit Skeleton > Import Mesh, you can see the supported types there.

Whatever is chosen ideally would be compatible with WadTool so we could then easily convert it to TR format and generate injections. For the injections themselves, we'd need to allocate new object IDs as I don't think there are any spare in OG (aside from maybe the unused map object).

aredfan commented 10 months ago

A couple more pics to show the "low poly style" of TR2 pickups:

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