Metasequoia 4.5.69/28/2023 ![]() ![]() ![]() There are several modes to operate Metasequoia, namely Beginner, Modeling (string), Modeling (icon) and Mapping.Įach of these styles comes with its commands for editing the loaded model, setting the appropriate lighting and more. There is a wide variety of objects that you can select and insert in the design, as well as some tools that are meant for modifying the model you are working on. The editing function that Metasequoia is equipped with are rather basic, but, nonetheless, cover all the necessary actions for handling objects, material faces and vertices. Each selected portion of the design can be fixed, stored or restored when needed, as well as fit to view or set as center of rotation. There are many customizations that can be made to the application from the 'Configuration' area, so you can assign, for instance, various actions to mouse buttons and key combinations. Used to speed things up: if no rendered room has this bit set, then the sky can Texture rendering imperfections and some glitches that may occur can be avoided by adjusting the Direct3D and OpenGL preview options.Īll things considered, Metasequoia seems to be a worthy alternative to more complex utilities of its kind, especially thanks to the ease of use coupled with a good support for a variety of formats this software is able to work with.Virtual struct tr2_room // (variable length) īit 3 - Set if the skybox can be seen from this room. Beginning with TR3, some particle types are also be blown, if they end up in such room Else, if at least one visible room has this bit set, then the sky must be drawn because it is (could be) visible.īit 5 - Lara’s ponytail gets blown by the wind. (particle type is specified by certain particle flag).īit 6 - Unknown. In TR3, it means that room is filled with quicksand, while in TR4/5 it presumably blocks global A lot of rooms have this bit set but it seems it does nothing…īit 7 - Different meaning in TR3 and TR4/5. Lens flare from appearing in that room (in TRLE, checkbox which sets this flag is named NL).īit 8 - Creates caustics effect similar to that used in water rooms. TRLE sets this bit when the M option is used (in the same time, theĭegree of fading intensity typed by the user is put in the water_scheme byte).īit 9 - The room has some water reflectivity. TRLE sets this bit when the R ( reflectivity) option is used (in the same time, the amount Of reflectivity typed by the user + 5 is put in the water_scheme byte). When the flag is set for normal room and there is water room below it, game engineĬreates “reflection effect” above the water surface - effectively it means that all the vertices at the bottom of the room receive caustics effect describedīit 10 - unused. ![]() Was re-used in NGLE as a flag specifying room with snow.īit 11 - Not found in any original TR levels, but when the D flag is set in the TRLE, this bit is set. Was re-used in NGLE as a flag specifyingīit 12 - Not found in any original TR levels, but when the P flag is set in the TRLE, this bit is set. Specifying cold room (a room which produce damage on Lara). Which animations to use are not hardcoded instead, each entity has some states The animations for each mesh object are selected with some ingenious techniques. It can be in, and these states are used to select which animation. Each animation has a state ID, which can be For example, locks have only one state (they just sit there), doors have two states (open andĬlosed), and Lara has numerous states, such as standing, walking, running, jumping, falling, being hurt, dying, etc. The alternative used in the Tomb Raider engine is for each animation to have bridge animations to other states' animations, which are selected using the ID of Used to select it however, state transitions might seem to require a large number of intermediate states (opening, closing, starting to jump, landing, etc.). ![]()
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