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Swap enemy meshes #314

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lahm86 opened this issue Mar 24, 2022 · 0 comments
Open

Swap enemy meshes #314

lahm86 opened this issue Mar 24, 2022 · 0 comments

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@lahm86
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lahm86 commented Mar 24, 2022

Investigate the possibility of switching enemy meshes.

lahm86 added a commit to lahm86/TR-Rando that referenced this issue Mar 24, 2022
Adds a very primitive start to mixing up enemy meshes. This is currently only applied if both sets of monks are in a level and docile chickens are switched off.
lahm86 added a commit to lahm86/TR-Rando that referenced this issue Mar 24, 2022
Ensures that any clones of Lara remain visible if Lara herself is invisible. This is done by duplicating the meshes before we clear them.
lahm86 added a commit to lahm86/TR-Rando that referenced this issue Mar 26, 2022
Slight improvement to the logic for swapping enemy meshes. Also adds the potential for abominable Laras (as enemies, not as playable character).
@lahm86 lahm86 mentioned this issue Mar 26, 2022
lahm86 added a commit to lahm86/TR-Rando that referenced this issue Apr 10, 2022
The dragon can now appear in every level. This is done by importing a suitable room into the levels that otherwise cannot support a dragon fight. Several updates are in place as a result of this.

Environment:
- EMRoomDefinition holds an exported room from another level along with any necessary floor data (slants for example, but not triggers).
- ImportRoom function implemented to read in a specific room ID from JSON and merge into the level. Other standard environment mods make portals, triggers etc. The imported room is retextured to suit the level.
- CopyRoom function implemented for TR2 (previously TR3 only).
- Fix to CopyRoom function to correctly set the size of newly added Boxes.
- CameraTrigger function updated to allow attaching to every trigger in a room and to allow reusing an existing camera index.
- RemoveTriggerAction function added to allow removing a specific entry from a trigger's action list.
- Trigger function updated to allow placing on every sector in a specific room.
- Various Marco placement amendments for better spawns.

Enemy Randomization:
- Unused Marco model removed from Floating Islands to free-up space.
- Enemy pool adjustment count based on whether or not Marco is included (for example in Bartoli's to increase likelihood of successful import).
- Final packing attempt when we are maximising dragon appearance will fall back to standard enemy pool rando to avoid original enemy pool from being selected.
- Docile bird monsters honoured when a level has a restricted pool of enemies that work with Marco (e.g. Barkhang).
- Adds a chance of Marco becoming Winston for LostArtefacts#314.
lahm86 added a commit to lahm86/TR-Rando that referenced this issue Apr 25, 2022
Adds a UI option for swapping enemy appearances.
lahm86 added a commit to lahm86/TR-Rando that referenced this issue Apr 26, 2022
If enemies take on Lara's appearance, we don't target them for texture randomization (can cause issues with Lara's model). Also reduces the enemy count for Floaters as we can't remove the existing Marco model because of precompiled deduplication (classic Floater texture bug).
lahm86 added a commit to lahm86/TR-Rando that referenced this issue Nov 3, 2022
The UI option for mesh swaps was missed during implementation, so this is now added to allow the feature to be turned on/off.
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