Connect toward the sides.
Description: You already know everything about the room concept, geometry, textures, etc. But... How do you believe that a level of TR can be so long? does the designer of the levels maybe carry out an immense room which the level can be?. Obviously, the designer of a level carries out different rooms, some different from other, and he makes them connecting toward the sides, making Lara pass from a room A to a room B, and then to a room C until finishing the level.
Instructions step to step (example): - (with the base level of antartic.tr2 already open) - Createa room of 10x10 (remember that the size of the rooms can change, but in this case you make it of 10x10 to achieve a bigger understanding of what is a chained or connected of rooms). -create another room more, also of 10x10. Now you have two rooms: the Room #1 and the Room #2. Notice that in the window Room Manager, the quantity of rooms created until the moment appears. The coordinates the room has in the axis X,Y,Z also appears. From this window, you can also add another room (ADD), to erase the selected room (DELETE), see/change the properties of a room (PROPERTIES) or clone certain room (CLONE) just as it is indicated in [Pic 45] |
Pic 45 |
2.- go to the window Render Options. In that window, there is a called section Replicate, and, a stall NEIGHBOR In the stall Neighbor, the value 1 should be introduced to indicate that the neighbor of the room #2 is the room #1. Just as you see in the [Pic 46]. 3.- go to the menu ROOMS and then to make click in SEND TO RIGHT just as you see in the [Pic 47]. When having made the step 3 and 4, what is meant is: to Send the Room 2 (room #2) to the right (send to right) of the room marked in NEIGHBOR, that is to say to send it to the right of the room 1 (room #1). The room 2 is now to the right of the room 1, just as it indicates it the [Pic 48] |
Pic 46 |
- We already moved the room 2 to the right of the room 1. Now what we should make, is to carry out a connection (Link, chained) between the room 1 and the room 2, so that this way Lara being in the Room #1, can pass to Room #2. To make this, very simple steps should be made: 1.- In these moments we have current to the room 2 (room #2)
2.- go to the window sector properties. There will be a stall ROOM SIDE. Here a value should be inserted, which indicates the following thing: I will pass of the current room (room 2) to room X In our case, the room X is the room 1, since what we want is that lara passes from the room 2 to the room 1. So in other words, put the value 1 in ROOM SIDE. just as it indicates in [Pic 49] 3.- go now to the window Primary Geometry Edit and select the flat figure (the one that is beside " wall "). When you have made it, mark the 2 Middle sectors of the left column of the room 2, just as indicates in [Pic 50]
|
Pic 47 |
4.- Now you make current the room 1 (room #1) you Go to the window Sector Properties and in the stall ROOM SIDE, replaces the value 1 (positioned previously) for the value 2 since now we want Lara passes from the room 1 to the room 2. When you have inserted the value 2 mark the two central tiles of the right column of the room 1, just as t indicates in [Pic 51] - the chained is already completely finished. If you wants to compile the level, Lara perfectly could cross from room 1 to room 2 without problems, but we still lack a small detail: A PORTAL that allows us to see the content of room 2 when we are in room 1, and another portal that allows us to see the content of the room 1 when Lara is in the room 2.this is the simplest thing of all, and it is made in very quick form: |
Pic 48 |
1.- We already have current room 2.- go to the window Tools Bar, and make click in the fourth button (ícon of a door) where was the window Room Manager the window PORTALS VIEW MANAGER should appear. As we want to see the content of the room 2, it is necessary to fill all the stalls that there appear: In ROOM #you should put the room to which we want to see (in this case we want to see the room 2) so enter the value 2 in WIDTH you should put the width of the portal. The width of the portal is measured according to the marked tiles for the connection. Do we mark the 2 central tiles, right? then you should put as wide the value 2. |
Pic 49 |
In HEIGHT you should put the high of the portal. In our case the high one is 3 (you notice that in the room 1 and in room 2 there is 3 tiles up where the connection was made), so enter the value 3. In TYPE you should put the portal type that you will enter. to know what portal type it is necessary to point out, is necessary to see where THE CONNECTION WAS MADE. As in our case, the tiles that have the connection (room side) they were made in the RIGHT side of the room 1, you should put in TYPE, the value RIGHT. When everything is ready, make click in the button ADD. In the list the entered portal should appear, just as you see in [Pic 52]. In the room you cannot appreciate where the portal is, so make the following thing: press and hold CTRL + SHIFT and then click in one of the marked sectors with the attribute ROOM SIDE. The portal should be just as you see in [Pic 53] 3.- The portal that shows the content of the room #2 was already inserted. Now insert a portal that shows the content of the room 1. now, make current the room 2 (as the window PORTALS VIEW MANAGER is hiding ROOM MANAGER'S window, go to the window TOOLS BAR, and click in the first button, in the ícon of the lamp, and the window ROOM MANAGER appears again) Now that the room 2 is current, open the window of PORTALS VIEW MANAGER, and put the following values: in ROOM, it puts the value 1 (because we want to see the room 1) in WIDTH select the value 2 and in HEIGHT the value 3. in TYPE select LEFT, since the connection was made in the LEFT part of the room 1. Now click in ADD. |
Pic 50 |
. Press and hold CTRL+SHIFT and then click in the sector where the portal should be. The portal should be just as it is shown in the [Pic 54] You can texturize your level so that you see better the connection toward the sides Everything is ready, so guard your project as " ENLACELADOS.tre " and when you have saved it, COMPILE IT and play it. It sould look like in [Pic 55]
Useful data: -the connection carried out previously, is good: Lara can pass from room A to room B. you can also see the content of both rooms, BUT surely when passing to the room 2, you saw horrible effect in the near sectors marked tiles as Room Side." Good, this has a simple solution: 1.- In Sector Properties's window, make sure that the value ROOM SIDE is in 0 to evoid this way to put for accident this attribute to some sectors. When you have it in 0, go to the window Primary Geometry edit, and select the figure WALL. 2.- You should have current the room 2, and you should put this figure WALL in all the sectors of the SECOND COLUMN OF THE LEFT OF THE ROOM 2. These sectors that you should mark are pointed out in the figure [Pic 56] 3.- Now that you already know which sectors you should put in the figure wall, put them there. When you have put the wall in all signal sectors, it should look as well as in the [Pic 57] |
Pic 51 |
Note: If you want to work with a room WITHOUT SEEING THE NEIGHBOR ROOM, go to the window Render Options, and select HIDE NEIGHBOR. The Pic 57 was taken with the HIDE NEIGHBOR selected. - the connections can no necessarily be made toward the right/left they can Also be made as front/back (SEND TO FRONT: to send to the front SEND TO BACK: to send to behind or SEND TO LEFT: to send to the left) -no necessarily the rooms to connect should have the same size: they can vary in the long, wide and high. -if a connection is carried out in incorrect form, the most probable thing is that your PC freezes and the only thing that you can make is to turn it off (RESET) Every time you use the ROOM SIDE, is convenient to leave it in the value 0 to avoid to put this attribute by mistake in other sectors.
|
Pic 52 |
Pic 53 |
Pic 54 |
Pic 55 |
Pic 56 |
Pic 57 (Hide Activated Neighbor) |
|