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Author | Topic: REVISED LEVEL EDITOR MANUAL
Driber_IF Moderator Posts: 2466 From:Den Haag, The Netherlands Registered: Apr 2001 | posted 01-25-2002 12:53 PM Hello all, In the past year, many people have been complaining about the lack of user friendliness of the Level Editor Manual. And instead of complaining about it for ever, why not DO something about it? I hereby call every forum member to write down what they want to see changed or added to the manual, so that all information can be collected and be compiled into an official revised manual. The completed manual will be placed on the Eidosgames.com website. The purpose of the Revised Manual is to make it more understandable for people who are new to level editing. The ocb codes will also be added to this manual, but if you have found out any OCB settings, please post them here and it will be added once there are enough Now...post your suggestions [This message has been edited by Driber_IF (edited 01-25-2002).] IP: Logged
A/X Junior Member Posts: 15 From:Palm Beach, Florida Registered: Jan 2002 | posted 01-25-2002 12:57 PM Here's one for you, why don't we start with the TRWest manual? IP: Logged
GokuZ Member Posts: 344 From:UK Registered: Sep 2001 | posted 01-25-2002 01:05 PM 1) Written In How To Do Dummies Format Everything is spelled out in step by step process so anybody can understand 2) PDF format I like I would like to see it kept the same 3) More of the known Bugs and Crashes, What not to do etc 4) Now that Re meshing and object creation is possible Maybe a few tutorials on how But given that it is not really allowed in the licence agreement . I wouldnt expect to see it 5) Advanced Tips and Tricks May be a section on new things that people on the forum have learnt how to do 6) I would like to see more of How to Create things in TR4 like Trian effects , Cut scences, mesh swap and things that were totally cut out of the first manual, If I cant have TR3 and TR5 effects i would at least like to create everything in TR4 ------------------ Currently Working On; The Dragon Ball TR Saga Often in the Chatbox / AOL Instant Messenger Name is : GoTenchiZ , MSN ; Gokuz99@hotmail.com IP: Logged
hteS Member Posts: 583 From: Stockholm, Sweden Registered: Aug 2001 | posted 01-25-2002 01:08 PM Well, the manual says nothing about a very special trap, the SPIKEBALL object. Here you go: The SPIKEBALL trap The SPIKEBALL object can be found in the Guardian Of Semerkhet WAD (which comes with the Revised WADs). It's a mace hidden in a hatch. When triggered, the hatch opens and the mace falls down, and after a second, spikes shoots out from the ball and if Lara gets too near, she will be killed. To make a SPIKEBALL trap, you have to raise the ceiling square where you want it by 3 clicks and then place the object on that floor square. Raise it (the SPIKEBALL) until the hatch is at the same level as the ceiling and then trigger the object where you want it triggered. [This message has been edited by hteS (edited 01-25-2002).] IP: Logged
qbg Member Posts: 400 From:Newtown, Powys, Wales Registered: Nov 2001 | posted 01-25-2002 01:12 PM ALL the script functions would be nice, and what they do. I'm lousy when it comes to that. IP: Logged
TRoosevelt_26 Member Posts: 442 From: right behind you... Registered: Dec 2001 | posted 01-25-2002 01:55 PM Well...I would pay money for something like that, but you can't charge. I'd be glad to help. IP: Logged
Phabius Phodes Member Posts: 578 From:Sao Paulo, SP, Brazil Registered: Jun 2001 | posted 01-25-2002 06:41 PM WONDERFUL IDEA! IP: Logged
Yasin Member Posts: 119 From:Netherlands Registered: Jan 2002 | posted 01-26-2002 12:32 AM I say go for it Driber, I'm also ready to help you. Only where do we start ?? ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged
Jaxx Member Posts: 71 From:Australia Registered: Sep 2001 | posted 01-26-2002 01:00 AM There must be a huge troubleshooting section showing all solutions for bugs and error messages. Illegal doors, object code errors, etc... IP: Logged
eTux Member Posts: 127 From:Valmiera, Latvia Registered: Jan 2002 | posted 01-26-2002 02:04 AM Editing weather! I'd love to know how to edit rain/storms or snow/blizzards. It was possible in tr3, so it must be possible in tr4! And stuff like how to create icy water, like in tr3 antarctica, how to set up puzzles from tr4 (like the chess game or the scale puzzle in temple of horus). How to create cutscenes, how to edit enemy strenght, how to make a baddy trigger something after his death! There are so many things I want to know! IP: Logged
Driber_IF Moderator Posts: 2466 From:Den Haag, The Netherlands Registered: Apr 2001 | posted 01-26-2002 02:15 AM so far I have seen only great ideas here.....keep 'em coming guys quote: Originally posted by Yasin: Only where do we start ?? just post here what you missed in the manual or what you didn't understand by reading it the purpose of the revised manual is to make it more user friendly and add things like designer tips [This message has been edited by Driber_IF (edited 01-26-2002).] IP: Logged
Yasin Member Posts: 119 From:Netherlands Registered: Jan 2002 | posted 01-26-2002 02:19 AM Ok what about level jumping, jump forward and jump back between 2 levels. The way its explained is very complicated and i can write how to setup something like that. Are pictures also allowed ? ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged
Yasin Member Posts: 119 From:Netherlands Registered: Jan 2002 | posted 01-26-2002 03:09 AM Jumping forward and back between 2 levels -------------------------------- Level jumping forward and back is used when you’re out of memory or the level became too large but you haven’t finished it yet. Don’t worry, you can divide your level into 2 pieces. But still will count as 1. The trick is simple, you need 2 prj’s and 2 wads. Even if you do use 1 wad for the level you need 2. Since each project uses a tom file. This way you need 2 tom files for your level. If you want to keep your own custom wad, copy all 9 files ???.WAD ???.Was and so on. Rename then into something else. For example if got Jungle.Wad rename it to Jungle2.wad. Now create 2 prj’s. Simply launch the room editor and save this project as A. Now save the same project again but as B.prj Lara must jump from A to B and other way. Load A.prj, load your objects and texture set. Texture the floor with anything you like. This is just a test so no need for complicated room architecture. Place Lara somewhere the level. Now place somewhere in the level a Lara_Start_Position null mesh. Save the project. Now load B.prj. Load your texture set and the other objects ( the copied and renamed wad serie example Jungle2.wad. Do the same thing as you done in A.prj. Texture the floor, put a lara and a lara_start_position null mesh. Save this project and load A.prj. Now we need to set up a finish trigger. Select the LPS ( lara start position ) and press “o”. This will bring up the ocb window. Type in the field “1”. Press enter to confirm the number. If you don’t press enter the editor won’t save your number. Same goes for timer fields and other fields. Select an other square and set a finish trigger. Look in your script file to find out which number this level has. Your script file order is important Look down here. [Options] LoadSave= ENABLED Title= ENABLED PlayAnyLevel= ENABLED InputTimeout= 18000 ; frames * seconds = 60x30 FlyCheat= ENABLED Security= $55 DemoDisc= DISABLED ;-------------------------------------- ; Title ;-------------------------------------- [Title] LoadCamera= 84246,-533,78233,81622,-1514,78208,40 ;src x,y,z target x,y,z, room Level= DATA\TITLE,104 ;-------------------------------------- ; Levels ;-------------------------------------- [Level] Name= Start round Legend= Your quest is to find The Forgotten City of Sanus Horizon= DISABLED Layer1= 160,160,192,7 PuzzleCombo= 3,1,Cartouche Piece 1, $0000,$0400,$0000,$0000,$0000,$0002 PuzzleCombo= 3,2,Cartouche Piece 2, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 3,Tablet, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 5,Eye Of Horus, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 5,1,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 5,2,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 Puzzle= 6,Star Amulet, $0000,$0400,$8000,$c000,$0000,$0002 Puzzle= 8,Solar Star, $0000,$0400,$8000,$c000,$0000,$0002 LoadCamera= 0,0,0,0,0,0,255 LoadCamera= 11088,-1100,28896,11119,-1399,31486,0 Level= DATA\TUT1,101 [Level] Name= Pyramid of Cheops (outside) Horizon= ENABLED Layer1= 128,128,128,-8 ColAddHorizon= ENABLED LensFlare= 250000,-32000,110000,128,96,0 Puzzle= 5,Portal Guardian, $0008,$0600,$8000,$f000,$0000,$0002 PuzzleCombo= 5,1,Ornate Handle, $0002,$0500,$4000,$1000,$0000,$000a PuzzleCombo= 5,2,Hathor Effigy, $0016,$0400,$8000,$0000,$0000,$0002 Mirror= 69,$7400 Puzzle= 3,Golden Star, $0000,$0500,$0000,$0000,$0000,$000a Puzzle= 6,Corridor Door Gem, $0000,$0300,$0000,$0000,$0000,$0002 Puzzle= 10,Wooden Knot, $0011,$0400,$0000,$0000,$0000,$0002 Puzzle= 11,Wooden Pillar, $0013,$04b0,$0000,$0000,$0000,$0002 Puzzle= 12,Black Beetle, $0008,$03b0,$0000,$e000,$0000,$000a Pickup= 1,Broken Beetle, $0008,$03b0,$0000,$e000,$0000,$000a Key= 1,Token, $0013,$0200,$4000,$0000,$0000,$0002 Key= 10,Element Key, $0008,$0300,$8000,$e000,$0000,$0002 LoadCamera= 72227,-9216,65129,72056,-9668,68004,4 Level= DATA\COASTAL,105 [Level] Name= Pyramid of Cheops (inside) Puzzle= 1,Eye Of Horus, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 1,1,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 1,2,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 Puzzle= 2,The Timeless Sands, $0018,$0300,$0000,$0000,$0000,$0002 PuzzleCombo= 3,1,Cartouche Piece 1, $0000,$0400,$0000,$0000,$0000,$0002 PuzzleCombo= 3,2,Cartouche Piece 2, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 3,Tablet, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 4,Ra Cartouche, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 7,Triangle Key, $0009,$0300,$0000,$0000,$0000,$0002 LoadCamera= 0,0,0,0,0,0,255 LoadCamera= 22914,-258,58555,24058,-1431,60624,23 Level= DATA\SETTOMB,108 [Level] Name= Underground City Burials Puzzle= 2,Sacrat Scroll, $0006,$0400,$0000,$c000,$0000,$0002 Puzzle= 3,Golden Star, $0000,$0500,$0000,$0000,$0000,$000a Puzzle= 5,Portal Guardian, $0008,$0600,$8000,$f000,$0000,$0002 PuzzleCombo= 5,1,Ornate Handle, $0002,$0500,$4000,$1000,$0000,$000a PuzzleCombo= 5,2,Hathor Effigy, $0016,$0400,$8000,$0000,$0000,$0002 Puzzle= 6,Corridor Door Gem, $0000,$0300,$0000,$0000,$0000,$0002 Puzzle= 10,Wooden Knot, $0011,$0400,$0000,$0000,$0000,$0002 Puzzle= 11,Wooden Pillar, $0013,$04b0,$0000,$0000,$0000,$0002 Puzzle= 12,Black Beetle, $0008,$03b0,$0000,$e000,$0000,$000a Pickup= 1,Broken Beetle, $0008,$03b0,$0000,$e000,$0000,$000a Key= 1,Token, $0013,$0200,$4000,$0000,$0000,$0002 Key= 10,Element Key, $0008,$0300,$8000,$e000,$0000,$0002 LoadCamera= 37332,-617,76143,39802,-1419,74960,7 Level= DATA\Burial,108 [Level] Name= Sun Temple of RA Puzzle= 2,Sacrat Scroll, $0006,$0400,$0000,$c000,$0000,$0002 Puzzle= 3,Golden Star, $0000,$0500,$0000,$0000,$0000,$000a Puzzle= 5,Portal Guardian, $0008,$0600,$8000,$f000,$0000,$0002 PuzzleCombo= 5,1,Ornate Handle, $0002,$0500,$4000,$1000,$0000,$000a PuzzleCombo= 5,2,Hathor Effigy, $0016,$0400,$8000,$0000,$0000,$0002 Puzzle= 6,Corridor Door Gem, $0000,$0300,$0000,$0000,$0000,$0002 Puzzle= 10,Wooden Knot, $0011,$0400,$0000,$0000,$0000,$0002 Puzzle= 11,Wooden Pillar, $0013,$04b0,$0000,$0000,$0000,$0002 Puzzle= 12,Black Beetle, $0008,$03b0,$0000,$e000,$0000,$000a Pickup= 1,Broken Beetle, $0008,$03b0,$0000,$e000,$0000,$000a Key= 1,Token, $0013,$0200,$4000,$0000,$0000,$0002 Key= 10,Element Key, $0008,$0300,$8000,$e000,$0000,$0002 LoadCamera= 51712,-1776,19970,49982,-2275,17689,37 Level= DATA\CATACOMB,108 This is a example of a script. If you want to jump from Start round to Pyramid of cheops ( outside ) then you must know which level has which number. Start round is my renamed level. The original name is Tutorial level. So the 1st lines in the script is number 1. Question: But where does the 1st number start ? It starts here... ( look down ) [Options] LoadSave= ENABLED Title= ENABLED PlayAnyLevel= ENABLED InputTimeout= 18000 ; frames * seconds = 60x30 FlyCheat= ENABLED Security= $55 DemoDisc= DISABLED ;-------------------------------------- ; Title ;-------------------------------------- [Title] LoadCamera= 84246,-533,78233,81622,-1514,78208,40 ;src x,y,z target x,y,z, room Level= DATA\TITLE,104 ;-------------------------------------- ; Levels ;-------------------------------------- When it says "level" it starts. The 1st following lines for the level is number 1. In this case Start round is number 1. Pyramid of cheops ( outside ) is number 2 and so on. So now we know that we need number 1 and 2. In your A.prj we meed to setup a finish trigger select anywhere you like where a place where Lara finishes this level. Press the pink button. Now open the trigger settings window. And set finish. Next to finish there is a field. Enter "2" in this field ( don't forget to press enter to confirm the number ). And also put a "1" in Timer field. Congratulations we are done with project A. Save the project and output the wad Lets also finish B. Load Project B. And select the LPS ( lara start position ) bring up the ocb menu just like you did in A.prj. Put a "1" in the field. Now select again a place to setup a finish trigger. This will make lara jump BACK to A.prj Press the pink button and bring up the trigger settings window. Set to finish and enter number "1" next to finish field. Also put a Number "1" in timer field. Good job ! Now to notice if Lara did jumped add a medi package or something in this project. Or you can also texture the floor differently then the other level. Save the prokect and output it. How it works ------ In A.prj the player will start where lara object is placed. When you walk over the Finish trigger you will jump from A to B. If the jump was correct you should see your changes you made in this level. If she did jumped succesfull walk over the finish triggers in this level and if correct. You jumps back to A level. In your real levels. Add the finish trigger in a special place where the player must pass over. Remember the tut.prj when lara walks out side and slides down the pyramid. Well she cant avoid these finish triggers. So she is forced. Thats why you must put the finish trigger carefully. The LPS is the start place when she jumps. [b]Lara wont start where you place 'lara object' cause you placed a LPS[b] So for example if you enter a corridor and you finish the level its logic when you also start again in the same corridor. Its feeling like the same room but it is the next level. So when the player decides to walk back he will jump back and start in level A in the corridor again. To do something like this Look down here. -------------------- In this picture you can see how to give the player the feeling like mentioned above. When the level loads you will start where lara object is. The finish trigger is in front of the LPS. -------------------- This is a lighting version. The player wont see whats at the end of the corridor. Its too dark. So when the player walks over to see whats there he/she will step on the finish trigger and be jumped to Next level -------------------- This is the next level. A quick example here. Its almost the same only this time the corridor is locared on the right. Now the player will start where the LPS is. And not where lara is. The lara object is always needed since the game crashes without it. Now when the player walks back in the dark corridor he/she will jump to level A again and start at LPS. ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged
SW Member Posts: 59 From: Registered: Mar 2001 | posted 01-26-2002 04:39 AM I find the explanation for mist rooms and fog bulbs a bit "brief" in the manual. I havn't been able to create a mist room yet and although I have managed to get the fog bulbs to work they tend to be very bright. IP: Logged
aktrekker Member Posts: 978 From:WA, USA Registered: Apr 2001 | posted 01-26-2002 01:25 PM With fog bulbs, the brightness of the light color sets the brightness of the fog. Make the light really dark, like setting the R, G, and B to 16. IP: Logged
TREEBLE Member Posts: 141 From:Brazil Registered: May 2001 | posted 01-28-2002 04:28 AM What languages is it gonna be available? Is it possible a version in Portuguese??? IP: Logged
aktrekker Member Posts: 978 From:WA, USA Registered: Apr 2001 | posted 01-28-2002 04:56 AM Based on some of these requests, I think it should also include a section on what is NOT possible with this version of the game. IP: Logged
Driber_IF Moderator Posts: 2466 From:Den Haag, The Netherlands Registered: Apr 2001 | posted 01-28-2002 07:51 AM TREEBLE, the language is going to be English, but if you or anyone is willing to translate the whole thing into a different language ( ) then feel free to do so quote: Originally posted by aktrekker: Based on some of these requests, I think it should also include a section on what is NOT possible with this version of the game. that would be a good idea everyone else: nice job people, keep 'em coming IP: Logged
Phabius Phodes Member Posts: 578 From:Sao Paulo, SP, Brazil Registered: Jun 2001 | posted 01-28-2002 09:37 AM One of my jobs here is to translate operation manuals for many major musical instrument companies like Gibson, Zoom, Mesa Boogie, Kawai, Roland, etc... So I could translate it to portuguese, but only if the demand is big. It would take a long time. IP: Logged
djbrighty Member Posts: 262 From:worksop near sheffield, england Registered: Aug 2001 | posted 01-28-2002 10:26 AM well every one has said the things that i was gonna say oh by the way Phabius Phodes is that the zoom studio effects unit by any chance? Dj IP: Logged

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