Anyway, here is the list of all needed assets and where to get them:ĭata folders from each game. Because of this, you need to convert some game resources by yourself or get them from somewhere on the Net. ![]() Problem is, these resources (except level files themselves) are tend to be in some cryptic formats or incompatible across game versions. ![]() And if you want to contribute or simply research the source, follow this link ().Ī: It's all simple - you need all classic TR game resources. So if you simply want to download and play the game, just follow this link (). ![]() Q: Where to download latest version of OpenTomb?Ī: Currently, we use Github for source code and SourceForge for nightly binary releases for Windows. And the third reason is that it's simply a funny play of words: open tomb means to uncover something that was buried or forgotten - an old engine with numerous unsuccessful open-sourcing attempts, which finally gets uncovered! Second reason is Core themselves always used Tomb word as internal engine names: Tomb2, Tomb3, etc., so OpenTomb name (unlike, for example, OpenRaider) clearly marks itself as the next step in Tomb family. Q: Why it's called OpenTomb, and why it was renamed from TRE?Ī: First of all, there are too many software projects with TRE in their names: TREP, DxTRE3d, TREE4. Plus, open-source model of OpenTomb allows anyone to contribute to code, with any degree of involvement. Also, it is much more difficult to insert new features into pre-compiled binary than write it in high-level programming language. Q: Why develop another TR engine from scratch, if we already have TRNG, TREP, etc.?Ī: Despite the fact that patchers offer lots of customizations, they still operate within almost 15-year old binary with outdated graphics and sound, lack of modern hardware features support, no optimizarions, no proper physics model, and many more. OpenTomb uses some parts of previously abandoned TR engine clones - particularly OpenRaider and VT project, plus it incorporates some code from Quake Tenebrae project. it's not a mod, patcher or dll extension of existing engine(s). Currently, Cochrane already made Mac port of OpenTomb, and vobject has made code compatible with Linux.Ī: OpenTomb (previously known as TRE, tr1_engine or TeslaRus engine) is a reimplementation of classic Tomb Raider engines with support of all TR1-5 levels (excluding encrypted TRNG and TREP custom levels). OpenTomb successfully reimplements all these, plus air absorption effect and underwater low-pass filter! Soundtrack player uses three-channel automatic handling, which allows to play background ambience, action music and speech all at the same time without interruptions!Ĭross-platform compatibility: OpenTomb is being written in C++ using unified interfaces like SDL 2.0, OpenGL and OpenAL, so it can be made compatible with any common platform, like Linux or Mac. In the future, Bullet will be used for ropes, particles, weather effects, and maybe something more.Īdvanced audio engine: PC versions of Tomb Raider had no environmental audio effects, like echo, reverb or occlusions. In OpenTomb, it is used for Lara's ponytail, boulders and other traps, as well as ragdoll death animations. on any surface, including static meshes and movables (even enemies!).īULLET physics engine () is another groundbreaking feature, which offers industry standard quality object interactions in real-time. Simply said, OpenTomb sees no difference between room, static mesh and object collision, and allows standing / climbing / etc. As for static mesh and movable collision - it is calculated on the fly and is not taken from pre-defined bounding boxes. It means that engine takes full advantage of modern video chipset features - currently, it allows shader-based skinning, underwater effects and pixel lighting!Ĭompletely different collision approach: engine uses special terrain generator to make every room's optimized collisional mesh from floordata. Shader-based rendering: OpenTomb does not use fixed-function pipeline for rendering, instead opting for shader-based pipeline. Say goodbye to hardcoded item and trigger functions! ![]() Meaning, you can easily re-program ANY item or trigger for any level. It is used by OpenTomb for flexible item, trigger and general gameplay programming on a per-level basis. Integrated LUA scripting: lately LUA became de-facto standard for game scripting because of its easiness and features.
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