FastByte's Home Page
This Page will ALWAYS be under construction
The TOMB RAIDER Editor Project
Screenshots-1 55Kb First wireframe tests
Screenshots-2 Textured tests
Map Viewer v.-15 54Kb (first version)
Map Viewer v.-14 249Kb
Map Viewer v.-13 250Kb (last version)
Map Viewer v.-13b 214Kb (software rendering)
Screenshots-3 TEdit first results
Feel free to distribute any of the above files.
You'll need to have this in your HD to run the Viewer : DOS4GW 148Kb
Main Objectives :
Optional Objectives :
The Big TODO List :
Currently working on :
- Porting to OpenGL.
News :
(14-FEB-99) :
(12-FEB-99) :
(21-NOV-98) :
(13-NOV-98) :
(1-NOV-98) :
(30-OCT-98) :
(11-OCT-98) :
(3-OCT-98) :
(30-SEP-98) :
What I loved most of Tomb Raider were its atmosphere and its scenarios,
Mail me to : fastbyte@geocities.com Visits since 1-JAN-98 : This page hosted by
- Create/modify Tomb Raider 2 levels
- Create/modify textures, goodies, enemies, ...
- Fully understand the .TR2 file format
- Edit level structure somehow
- Generate all automatic info (aka "Compile")
- Test level integrity
- Use other rendering Hardwares
- ...
- Slopes and triangular faces have been implemented.
- Wow! It's been 3 months since I last updated. I'm sorry. But I've been working. The
Level Editor (called TEdit from now on) is starting to breathe. It can load, modify and
save TR level files. It only works with one room at a time, and It doesn't manage textures
nor triangles. It still needs months of work, but results so far give me a lot of hope.
Take a look at Screenshots-3
- I compiled a special version for software rendering. It's slow and does not have all
the features enabled, but until DirectX version comes, this is the only thing that
non-3Dfx users will get. Sorry.
- Transparency finally works.
- Pat McComack told me the changes needed to read the .tr2 files from the TR3 demo, so
here you have version -13.
- Stefan Schneider pointed out how easy it was to write BMP files, so now screenshots
are BMP files.
- The light structures are partially understood now. We have enough info to draw the
triangles with the correct shading at least. Here comes version -14.
- No news from the DirectX port.
- A friend is going to port this to Direct-X. Applause.
- The viewer is more decent now, so I release it. (version -15)
- Now I render with the 3Dfx and I can draw some nice Bilinear Filtered Texture Mapped
Still Not Lit Polygons. Thanks go to Anthony Sims and Pat McComack.
- Partially understood the file format. First comes the palette, 8 bits textures
and 16 bits textures. Then comes the Map, composed of "rooms". Every room has
its own vertex table, faces structure (quads and triangles),
"exits" to other rooms, and some more stuff that someday I will understand.
- I rendered this info using TPascal and the BGI's (Boo Boo), kinda slow, but
hey! the Great Wall map appeared on my screen for the first time !
- Now this info is being displayed using Watcom C and Glide so... it only works
on 3Dfx. My intention is to make only the 3Dfx version, but maybe I'll move to OpenGL.
Anyway, I'm pretty sure I'm not going to try DirectX anymore.
- To make TR read the modified levels from hard disk I need to patch the Exe file.
Until I find another way, I'm currently using the Nude Patch (without the textures,
of course).
so If you help me we will be able to expand Lara's universe.
Please, I'll appreciate any suggestion, comment or tech info you have.
I apologize for my knowledge of the english and HTML languages
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