Other Attributes
Description: You already know the whole escencial to have ready the whole geometry and connection of rooms. Now, in this section you will learn on some new characteristics that contain the TReditor3D, the scalable walls (Climbable walls), the scalable roof (monkey jive), mortal sectors (Death) among other attributes. I will also tell you for what reason function some Menus or buttons that we have not used until the moment. Instructions step to step (Examples of the characteristics more used in the TReditor3d) Putting scalable walls. - With the baselevel antartic.tr2 already open: create a room of 10x10x3 -Texturized it (with the same texture in all sides) Hint: If you want to texturize an entire room with the same texture in walla/roof, etc or 2 textures, one floor and another for the roof, select textures, then go to the menu ROOMS and select the option RE-TEXTURE ROOM -now select the " wood " texture or some that insinuates that the wall is scalable). This texture will indicate the player that the wall is scalable (it is necessary to be fair with who plays!) |
Pic 70 |
apply this texture in 1 sector of each wall, just as it indicates in the [Pic 70] -now in the window Sector Properties in the section When clicl just put leaves activated only the stall CLIMB WALLS." - It centers your room (window Room Manager, click in Center Camera)
-look the scalable texture that you have put in the NORTH wall or FRONTAL of the room. Go to the window Sector properties and in CLIMB WALLS mark the stall then " FRONT " walk and click in the wall that contains the texture of scalable wall." You will notice that the texture has been darkened a little. If you see the room in WireFrame mode you will be able to notice that the sector that you have applied the climb wall is of GRAY color. Note: Selecting the stall " FRONT " means that the FRONT part of the wall will be scalable. -now disable the stalls " Front " and activate the stall " LEFT " and apply this attribute to the texture of the RIGHT of the room. You are saying this way that the LEFT part of that wall will be the scalable one.
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Pic 71 |
-disable " Left " and activate" RIGHT " s. Go to the wall that you have put in the LEFT area of the room. it already applies in this texture your scalable wall. With this you are saying that the wall will be scalable for the RIGHT. disable " right " and activate " BACK " and apply this scalable wall to the only texture that you have left: that of the part of behind of the room. You are saying this way that this wall will be scalable on the BACK side.
Putting scalable roof -let’s stay with this same room to carry out the scalable roof. -put the wooden texture (or any other one that gives to know that the roof is scalable) and put this texture in the same form as shown in [Pic 71] -now make that in the section “When click just put “ only the stall CLIMB WALL is activated. In the same window, in the section of CLIMB WALLS keep only activated the stall CEILING. |
Pic 72 |
- Just as you applied the scalable wall, now you should apply the Scalable Roof making click in the textures of the corresponding roof. (remember to maintain pressed the key Shift to work in the roof). -the sectors that were marked with the attribute should be darkened, and in the Wireframe mode should look of Gray color. * As the room it is very high, Lara cannot jump and hold on to the roof (to prove that everything is well), so put some blocks under this roof so that Lara can be hung way, just as you see in the [Pic 72] compile and it play the level. You will see that lara can move for the roof only for the sectors that have the texture and that they have been marked with the respective attribute.
Applying Step Sounds (sounds of footfalls) Beside the section Climb Walls, there is another called section S. SOUND with which can apply a certain sound to certain sectors of the room, for example: wood, metal, grass or normal sound. There are two forms of putting the Step Sound: - just to the moment to go inserting blocks or figures, or after everything has finished to appeal to the section” when click just put” and there to go putting certain sounds to the specific sectors. Personally, I recommend this option: that is to say to make the whole rooms with the Step NORMAL Sound and then to go put certain sectors the noises, for example to the boxes to put them the wooden noise, and metal, etc. - apply textures of: METAL, WOOD and of SNOW to your room in the same form as shown in the [Pic 73] |
Pic 73 |
- Now you go to the stall “When click just put” and leaves activated only the stall STEP SOUNDS. -now, go to the section (of that same window) S. SOUNDS and mark the stall METAL, and then this attribute apply it in all the sectors in those that you have applied the " metal " texture
select WOOD now and apply this attribute to all the sectors that have the texture of " Wood " GRASS -selectys and apply it in all the sectors where there is snow (the last texture of snow that you have entered). Note: If you work as Wireframe, the marked sectors with any Step Sound, they will be marked of Color Cyan still Don't - compile, since we will take advantage of seeing another thing immediately: |
Pic 74 |
Mortal sectors (Death) - Put a texture anyone in the floor, just as indicated in the [Pic 74] and then go to the window When click just put and leaves activated only DEATH. Up of this section, there is another stall called DEATH. Also activate it just as you see in the [Pic 75]. -now click on the last special texture that you have put in the floor. When you make click, you will be indicating that when Lara steps that sector, she will die. Note: The mortal sectors can be much more in a level. The mortal sector will be shown of Red color. -now compile your level: you should notice 3 sounds of footfalls: Metal, Wood (wood) and Grass ( snows or grass) and in the sectors that you have not put any sound attribute you should listen the step normal sound. When you already test this, go to the mortal sector, and lara will die. |
Pic 75 |
coping/Pasting blocks This option is quite useful when one works with the Secondary geometry, since you can have achieved a very good figure, and if you want to put this same figure in another sector, and you don't remember how you have made it, you can copy it, then paste: To copy a figure of the floor or roof: CTRL+click To paste a figure in the floor: ALT+click To paste a figure in the roof: SHIFT+ALT+click Others: You can go to the window Render Options in the section “Show from”to indicate what column and line to show or what column or line to work -in this same window, in the section replicatte, you can give a value to " row " and " col " this way to the moment to insert a figure, this is copied toward so many column sectors and so many line sectors. -in the same window, you can activate the stall HIDE NEIGHBOR or HIDE PORTALS to hide the " neighbors rooms " or the portals.
Useful data: - you should already havebeen noticed this, but I will say it anyway: The textures ARE NOT those that give the attribute of death, sound and that something is scalable. only is used to give a warning to the player. Imagine that the mortal sectors are not very marked, the person that play and Lara die each time, they will get bored and will leave the game without any problem, and it will look for another level of somebody more careful with those details. The same thing for the scalable walls. As for the sounds, these they are optional, and you can only use them in certain occasions.. or in all your level. You choose. I -also said it before: A room can have several mortal sectors and not only 1 like it was indicated in the example. - If you didn't have clear which the front, back parts are, etc of a wall, you can see the [Pic 76] for a little more information, you can consult the Readme.txt that has written Turbo Pascal. |
Pic 76 |
In conclusion to this and the previous chapters: The TReditor3D are a great utility, with which combining all that you have learned, will be able to make MAGNIFICENT levels, better of those from Core (you believe me).
remember that you can choose base levels from TR1 until TRC, and that the whole carried out geometry should be supplemented with the TR Scripting Languaje or TRitem (to put items and enemies), and the textures can improve them with the Room Viewer of Turbo Pascal.
Now I leave you making levels, since I am for sure they will begin to be plentiful more than before from these moments.
Before any doubt, you can contact me through my page (http://come.to/tr6) or through my email raider_croft@uol.cl
We See each other!
Raider Croft.