Pools, semipools and quicksand
Description: I'll give you an example, with which you will understand perfectly how pools are carried out, the semipools (or " puddles " of water) and the swamps of the TR3: some moments you carried out a connection up/down right? Because now, imagine that to the moment of having created the room 1 (room #1) in the properties you should have marked the stall WATER What would have happend? What would apeen is that Lara Passes from a room of water A to a normal room B, or what we all know : a pool. Do you understand the idea?
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Pic 64 |
Now, to carry out a semipool (puddle of water) it is exactly the same thing, only the room that contains the attribute " water " should be much smaller and not with a great height. So that it is a swamp or moving sand, the only special thing that has to the moment to create the room, you active the stall " QUICKSAND ".
Instructions step to step (example) Creating a pool - For not carrying out another time the connection up/down: open the last project that we have worked (enlacearribaabajo.TRE) since there have already carried out the connection up/down exactly. - Put Lara in any side ctrl+alt+shift+click of the room 2 (room #2). -go to the window Room Manager, and select the room 1 and make click in the button PROPERTIES. A window will show you the properties that were indicated to the moment to create the room 1 will open up. In this window, go to the stall WATER and activate it, just as it is appreciated in the [Pic 64] -then confirm the changes that you have made to the room, making click in OK. |
Pic 65 |
compile and play the level: Lara should be in the superior room #2 and to the moment to go down, you should see a room full with water. We could leave until here what is to create a pool, but it is still a detail (optional in this case), which is to assign a lively texture for the water. To know what the number of the texture corresponding to the water is, make the following thing: -go to the TEXTURES menu and then make click in ANIMATED TEXTURES. it should appear a the window shown in the [Pic 65] On the example of the lively texture, select it (you should already know how to select them, but here I remind you: you make left click, then right click, then left shift+click and finally right shit+click. The texture is selected this way in the 2 faces of the roof and floor). Now that it is selected, indicate the TReditor that only insert textures when making click." If you don't remember how it is made, walk to the window Sector Properties, and in” when just click put” activate TEXTURES. Now go to the room #1 and apply this animated texture in the 4 tiles of the center (where you applied the connection). It would looks like in the [Pic 66]. compile and play your level. It should shine similar to the one shown in the [Pic 67] Notice: The texture of Animated water in the antartic level is very different and NOT very real compared with the other levels of the TR3. You can save your project as " piscina.tre " |
Pic 66 |
Creating a semipool -create a room of 10x10x3 you Put immediately there Lara (CTRl+ALT+SHIFT+Click) -create another room, but now of 4X10x1 ( activate the stall WATER) - In the room #2 (the room of water) insert the same geometry seen in the [Pic 68] AND then texturize the room. -sends The Room 2 under the Room 1 (so that the room of water is this way under the normal room) -the Idea is that the room 2 is exactly in the middle of room 1 (this is not obligatory, but here we will make it this way so that you learn something new) and when you sent it under the room #1 it was not in half. what to make? the answer is: go to the window Room Manager and in the stall " Zpos " enter the value 53. This way we are indicating a much more precise position through of the axis Z. Also in other occasions you can use the axis X and the Y. -now that you just put it exactly below in half of the room 1, carry out the corresponding link, and put the Portals View. If you have made all well, it would slook just as it is appreciated in the [Pic 69] compile and play your level. Lara when passing, should go by the water without necessity swiming, because the pool is not deep. -save it as semipiscina.TRE |
Pic 67 |
Creating a swamp or quicksand Carry it out exactly as when a Semipool is carried out, only to the moment to create the room of quicksand the stall QUICKSAND is marked. carry out the same steps like “creating a semipool but to the moment to create the room 2, make it with a bigger height, for example 4x10x3 or 4x10x4 The idea is that Lara when being thrown to the moving sand, for a moment collapses without stopping, but while she advances she can go ascending and to breathe... or if it is deep she dies. This first effect can achieve carrying out a slope in the room 1 (QUICKSAND) Note: Remember to apply a texture anyone (that of aspect of quick) to this room ( same way that we put on the texture of water in the pool or semipool) |
Pic 68 |
Useful data -to the moment of creating semipool and swamps, a VERY common situation can be given: When Lara is in the water/sand room and be able to ascend to the normal room, she just when ascending, at the same time gets down, staying in the same place of where she began, and for many intents that are made, Lara will never be able to ascend. To solve this unpleasant error, a very simple solution exists: MARK THE WALLS OF THE SEMIPOOL/SWAMP WITH THE ATRIBUTE ROOM ABOVE. If you don’t know how to make it, it is made in the following way: put the value indicated in Room Above and then select the CUBE and this cube you lengthen it (with the value HIGH of the window Render Options) until it occupies the long total of the room, then insert the cube in all the places where the old wall was. When you have finished, you will only have the same " wall " effect this time, it will be with the attribute Room Above - as i already said, in this case (tr3) to put Animated texture to the water is optional, but recommended. if you plan to make a giant room, don't put animated textures, so that this way the old PCs won’t make so much graph effort trying to read all the animated textures of your gigantic room. -the texture of animated water of the antartic, is not very pleasant neither realist. That can prove it using another Baselevel , as Jungle, Nevada, London etc. |
Pic 69 |