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trs:room_geometry [2020/05/25 10:26] zdimensiontrs:room_geometry [2021/03/01 14:31] – [Common Fields of a Room Structure] add TR1 room flag 0x100 stohrendorf
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 ==== Common Fields of a Room Structure ==== ==== Common Fields of a Room Structure ====
  
-''<nowiki>Flags</nowiki>''  is an array of various flag bits, which meaning is as follows:+''<nowiki>Flags</nowiki>'' is an array of various flag bits, which meaning is as follows:
  
-  * **Bit 0** — Room is filled with water. Sound effects played without internal flag ''SFX_WATER'' (''0x01'') will not play. +   * **Bit 0** — Room is filled with water. Sound effects played without internal flag ''SFX_WATER''  (''0x01'') will not play. 
-  * **Bit 3** — {{:icons:tr2.png?nolink&}}{{:icons:tr3.png?nolink&}}{{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}} Set if the //skybox//  can be seen from this room. Used to speed things up: if no rendered room has this bit set, then the sky can never been seen, so it is not rendered. Else, if at least one visible room has this bit set, then the sky must be drawn because it is (could be) visible. +  * **Bit 3** — {{:icons:tr2.png?nolink&}}{{:icons:tr3.png?nolink&}}{{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}}Set if the //skybox//  can be seen from this room. Used to speed things up: if no rendered room has this bit set, then the sky can never been seen, so it is not rendered. Else, if at least one visible room has this bit set, then the sky must be drawn because it is (could be) visible. 
-  * **Bit 5** — {{:icons:tr2.png?nolink&}}{{:icons:tr3.png?nolink&}}{{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}} Lara’s ponytail gets blown by the wind. Beginning with TR3, some particle types are also be blown, if they end up in such room (particle type is specified by certain particle flag). +  * **Bit 5** — {{:icons:tr2.png?nolink&}}{{:icons:tr3.png?nolink&}}{{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}}Lara’s ponytail gets blown by the wind. Beginning with TR3, some particle types are also be blown, if they end up in such room (particle type is specified by certain particle flag). 
-  * **Bit 6** — {{:icons:tr3.png?nolink&}}{{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}} Room is inside. Used in official levels. No apparent effects. +  * **Bit 6** — {{:icons:tr3.png?nolink&}}{{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}}Room is inside. Used in official levels. No apparent effects. 
-  * **Bit 7** — {{:icons:tr3.png?nolink&}}{{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}} Different meaning in TR3 and TR4/5. In TR3, it means that room is filled with quicksand, while in TR4/5 it presumably blocks //global lens flare//  from appearing in that room (in TRLE, checkbox which sets this flag is named //NL//). +  * **Bit 7** — {{:icons:tr3.png?nolink&}}{{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}}Different meaning in TR3 and TR4/5. In TR3, it means that room is filled with quicksand, while in TR4/5 it presumably blocks //global lens flare//  from appearing in that room (in TRLE, checkbox which sets this flag is named //NL//)
-  * **Bit 8** — {{:icons:tr3.png?nolink&}}{{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}} Creates //caustics effect//  similar to that used in water rooms. TRLE sets this bit when the M option is used (in the same time, the degree of fading intensity typed by the user is put in the ''<nowiki>water_scheme</nowiki>''  byte). +  * **Bit 8** — {{:icons:tr1.png?nolink&16x16}}Skybox-like room. These must be rendered before other rooms with depth testing disabled, as these skybox rooms generally overlap each other and depth testing generall leads to z-fightig flickering
-  * **Bit 9** — {{:icons:tr3.png?nolink&}}{{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}} 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 ''<nowiki>water_scheme</nowiki>''  byte). When the flag is set for normal room and there is water room below it, game engine creates “reflection effect” above the water surface — effectively it means that all the vertices at the bottom of the room receive caustics effect described well above.+  * **Bit 8** — {{:icons:tr3.png?nolink&}}{{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}}Creates //caustics effect//  similar to that used in water rooms. TRLE sets this bit when the M option is used (in the same time, the degree of fading intensity typed by the user is put in the ''<nowiki>water_scheme</nowiki>''  byte). 
 +  * **Bit 9** — {{:icons:tr3.png?nolink&}}{{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}}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 ''<nowiki>water_scheme</nowiki>''  byte). When the flag is set for normal room and there is water room below it, game engine creates “reflection effect” above the water surface — effectively it means that all the vertices at the bottom of the room receive caustics effect described well above.
   * **Bit 10** — unused. Was re-used in NGLE as a flag specifying //room with snow//.   * **Bit 10** — unused. Was re-used in NGLE as a flag specifying //room with snow//.
-  * **Bit 11** — {{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}} 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 specifying //room with rain//. +  * **Bit 11** — {{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}}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 specifying //room with rain//. 
-  * **Bit 12** — {{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}} Not found in any original TR levels, but when the //P//  flag is set in the TRLE, this bit is set. Was also re-used in NGLE as a flag specifying //cold room//  (a room which produce damage on Lara). +  * **Bit 12** — {{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}}Not found in any original TR levels, but when the //P//  flag is set in the TRLE, this bit is set. Was also re-used in NGLE as a flag specifying //cold room//  (a room which produce damage on Lara). 
-{{:icons:tr3.png?nolink&}}{{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}} ''<nowiki>WaterScheme</nowiki>''  is used for different purposes. If room is a water room, then it specifies underwater caustics patterns. If it is set for normal room //placed above the water room//, then it controls //wave strength//  effect applied to the faces adjoining water room. Maximum value in both cases is 15.+{{:icons:tr3.png?nolink&}}{{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}}''<nowiki>WaterScheme</nowiki>''  is used for different purposes. If room is a water room, then it specifies underwater caustics patterns. If it is set for normal room //placed above the water room//, then it controls //wave strength//  effect applied to the faces adjoining water room. Maximum value in both cases is 15.
  
-{{:icons:tr3.png?nolink&}}{{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}} ''<nowiki>ReverbInfo</nowiki>''  defines //room reverberation type//. It affects sound postprocessing, if listener position belongs to that room. This feature was present //only in PlayStation versions//  of the game, but not on PC. Nevertheless, the info is preserved in PC level files. Here are the types of reverberation:+{{:icons:tr3.png?nolink&}}{{:icons:tr4.png?nolink&}}{{:icons:tr5.png?nolink&}}''<nowiki>ReverbInfo</nowiki>''  defines //room reverberation type//. It affects sound postprocessing, if listener position belongs to that room. This feature was present //only in PlayStation versions//  of the game, but not on PC. Nevertheless, the info is preserved in PC level files. Here are the types of reverberation:
  
   * **0** — Outside. No (or barely heard) reverberation.   * **0** — Outside. No (or barely heard) reverberation.
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   * **3** — Large room.   * **3** — Large room.
   * **4** — Pipe. Highest reverberation level. Almost never used.   * **4** — Pipe. Highest reverberation level. Almost never used.
- 
-\\ 
  
  
trs/room_geometry.txt · Last modified: by stohrendorf
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