| Eidos Interactive Forums Tomb Raider Level Editor Large outdoor areas... profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone! | next newest topic | next oldest topic

Author | Topic: Large outdoor areas...
Pytr Member Posts: 132 From:Netherlands Registered: Dec 2000 | posted 12-15-2000 11:38 AM Somewhere half my level Lara is walking along the canals in Amsterdam....but I have a little problem there: The buildings aside the canal are different in hight and all have these half transparant graphics at the top so you can see the sky graphics.(great when you stand in front of it but not from an angle when you actually should see the side of a taller building next to it.) If I texture the walls of the outside room like this I can go up till 20 clicks without texture loss....but the buildings all look flat like a cardboard scenery. If I create a room for each building and connect them to the large outdoor space I can't devide the door panels to texture a house on it. If I stack rooms to create one house and connect this to the larger outdoor area only one of the stacked rooms will connect, the others give an error message. So now I don't know how to create a believable outside world ! If anyone has a suggestion...please Regards, Pytr IP: Logged
ImmortalX Member Posts: 152 From:Greece Registered: Dec 2000 | posted 12-15-2000 04:34 PM A simple but NOT so high quality trick: Select some squares from one side of your room,randomly(be sure to leave 'gaps'between them)and raise them several clicks in multiple hights.Now select one of the remaining wall sections and using the -ceiling button bring a line from the top 2 or 3 clicks down.Repeat the same for the remaining sections lowering the line more or less clicks in each section.Hit TRANSPARENT and select the black color from the palette.Now,'paint'these segments along with the entire ceiling and texture your buildings. I know its no special ,but it works... ------------------ ~{^I*X^}~ IP: Logged
Pytr Member Posts: 132 From:Netherlands Registered: Dec 2000 | posted 12-15-2000 07:28 PM I'll give it a shot, thanx for the reply ! Pytr. IP: Logged
ImmortalX Member Posts: 152 From:Greece Registered: Dec 2000 | posted 12-16-2000 07:12 AM Here is a sample screenshot that might help you Ok,the room is not textured properly,i just put some random tiles from London.tga... IP: Logged
Pytr Member Posts: 132 From:Netherlands Registered: Dec 2000 | posted 12-16-2000 07:47 AM Thnx, I think your solution is the best. Problem is you draw a room and than think of a better way to do it, so you do it again and so on till your level is never finished. I also noticed in the original "City of dead" level simular problems as I had. Another thing is creating stacked rooms in an outdoor space. If you look up you look trough several 'doors' and that shows in the graphics, you see then the building being build up from ground till top. Also seen in 'City of dead'. Appearantly it is something they can't work around either. O.k. I'll rebuild the room following your tip. THNX. (I wanted to put in a picture, but it seems not possible unless it is on some URL) IP: Logged
tomb raider fan Member Posts: 398 From:England, Sheffield Registered: Dec 2000 | posted 12-16-2000 07:48 AM wow is that your level ( immortal x ) that looks brill IP: Logged
tomb raider fan Member Posts: 398 From:England, Sheffield Registered: Dec 2000 | posted 12-16-2000 07:51 AM how did you get that screenshot on your message IP: Logged
ImmortalX Member Posts: 152 From:Greece Registered: Dec 2000 | posted 12-16-2000 12:58 PM No it's not a full level,it's just a test. For info about UBB code:images/ubbcode.html ------------------ ~{^I*X^}~ IP: Logged
Pytr Member Posts: 132 From:Netherlands Registered: Dec 2000 | posted 12-17-2000 07:33 AM This is what my 'Amsterdam' looks now. IP: Logged
Pytr Member Posts: 132 From:Netherlands Registered: Dec 2000 | posted 12-17-2000 07:58 AM Sorry mistake, IP: Logged
Pytr Member Posts: 132 From:Netherlands Registered: Dec 2000 | posted 12-17-2000 08:55 AM o.k. you're right I did work to long on the editor and no I did not get enough sleep but now I'm getting really confused. It does not work, I still only see sky graphics through my half transparant rooftops (c picture) and not the side of the building next to it. If I create an extra room on the top of the building in order to texture it with 'toggle opacity' I can't get my panel divided. If I click 'floor+' it actually raises the floor of the large outside room. AAAAAAARRRRGGGGHHHHH Maybe get some sleep and try it again..... IP: Logged
Reb@Eidos unregistered | posted 12-19-2000 09:01 AM Lookin' good! Unfortunately when you have a transparent background on a tile, such as the ones on your peaked building front, it will look through to the sky graphics and not what is actually modeled on the other side......you were right in your thinking to try using two rooms and the toggle opacity feature, but that does get tricky both in that you can't divide the panels for texturing purposes (as you discovered) and you can't connect several stacked roooms to one large room, so you end up making a lot of rooms and doors and have to do a lot of pre-planning!! The only solution is to create your peaked roof in a different way...actually model the shape of the roof, or just make all your roof tops flat, but varying heights for interest. Good luck...looks like a great level in the making!! BTW, did you know you can change the color of the moving clouds if you want to? IP: Logged
Pytr Member Posts: 132 From:Netherlands Registered: Dec 2000 | posted 12-20-2000 02:26 PM Hi REB, THNX for the reply, I tried to change the color of the sky texture and tried to open the city.raw file in Photoshop but it asked for the exact size of the file I wanted to open. I got close to the size but when it opened the sky texture was brown and not green so I left it for the time being. - Do you know the size and color depth of the .raw files ? - Do you know if the color should appear different in a paint program than in game ? p.s. Could you take a look at "Petition"... I had an idea concerning the repeated questions for wads.. THNX. Pytr IP: Logged
Dox Junior Member Posts: 23 From:somerset, UK Registered: Dec 2000 | posted 12-20-2000 06:03 PM Ihad a go at changing the sky for the city wad, but it doesn't seem to have worked... I changed it from green and black to white and blue, and then saved it, but when I use it in a level, it still appears at the old colors, even thought the file has been changed... Oh, and the specs for the .raw are 256 X 256, 8 bit. ------------------ "the clash of ideas brings forth the spark of truth" IP: Logged
Dox Junior Member Posts: 23 From:somerset, UK Registered: Dec 2000 | posted 12-20-2000 06:09 PM And, on your roof problem. I'd get around it by building everything below the lowest roof level in one room, and then model the actual roofs in a separete room. I know this means that you'd have to put an extra room over the top of all of the outside areas next to the roofs, but that shouldn't be to much of a hindrance. The only problem would be if the space between your lowest rooftop and highest rooftop is more then 8 clicks, because you can only devide the blocks once. ------------------ "the clash of ideas brings forth the spark of truth" IP: Logged
MrEDude Member Posts: 278 From:Niagara Falls, Ontario, Canada Registered: Nov 2000 | posted 12-21-2000 11:32 AM Dox, concerning your attempt at changing the sky colour: I believe that the background colour MUST be black (check the manual). ------------------ Just putting in my two cents. [This message has been edited by MrEDude (edited 12-21-2000).] IP: Logged
Reb@Eidos unregistered | posted 12-21-2000 02:23 PM Using PS 5.0, you can use the hue/saturation feature and manipulate the hue bar until you like the color...it leaves the background black. Just save as over the file and the new color should appear in your level.... IP: Logged
Jantje Member Posts: 93 From:The Netherlands Registered: May 99 | posted 12-22-2000 07:01 AM I did as you said, but instead of the dark blue sky I intended, I got a yellow sky!?! Why is this? ------------------ "Ahahahaha, right, in your next life!" Sophia Leigh (or is it Lee?) IP: Logged
Pytr Member Posts: 132 From:Netherlands Registered: Dec 2000 | posted 12-22-2000 06:42 PM I still can't get the .raw loaded properly in PS 5. It askes for the RAW options -dimensions (if I go higher than 39/39 pixels PS tells me the specified image is larger than the file) -channels(count 3) -interleaved or non interleaved -depth (8 bit?) could somebody help with those specs ? HTNX pytr. IP: Logged
Reb@Eidos unregistered | posted 12-28-2000 12:26 PM How are you opening the file? When I open it in 5.0, I don't have to type in any parameters...(try dragging the file onto your ps shortcut icon) IP: Logged
Viper S Member Posts: 106 From:Lake Jackson, TX USA Registered: Jan 2000 | posted 12-28-2000 01:56 PM Hope this helps. IP: Logged
Chaoslord Member Posts: 62 From:Lisbon, Portugal Registered: Dec 2000 | posted 12-29-2000 02:31 AM aren't you supposed to be opening a BMP file? that is the OPEN\RAW file.. something's wrong there mate.... IP: Logged

All times are PST (US) | next newest topic | next oldest topic
Administrative Options: Close Topic | Archive/Move | Delete Topic
| Hop to:

Contact Us | EidosGames.com

[Copyright 1999/2000 - Eidos Interactive, Inc.; Mpath Interactive]

Powered by Infopop www.infopop.com © 2000
Ultimate Bulletin Board 5.45c