Connect UP/Down

 

Description:

Do you imagine that Lara always passes between a room A and  a room  B in each moment? It would be a little monotonous, it is for that reason that connections up/down exist where Lara being in a room A,  can pass a  superior room or inferior B. Generally used when Lara climbs walls:  Ascend from a first floor to a second floor." This  linke  is performed same way that the connection toward the sides: marking sectors with the attribute, and then adding a portal to see the content of the other room.

Pic 58

 

Instructions step to step (example)

-with the Base level of antartic.tr2 already opend create the classic room of 10x10x3.

-create another room with the same characteristics.

-make current the room #2 and go to the window Render Options. Now in the stall NEIGHBOR introduce the value 1 since the neighbor of the room 2  is the room 1.

-Go to  menu ROOMS and select SEND TO UP. When making this, you are saying that the room 2 should be sent up (send to up) of the room pointed out in Neighbor, in this case the room 1. NOTE: it is Also valid to have had current the room #2, and to point out in neighbor the value 2 (room #2) and then to go to ROOMS and  select SEND TO DOWN. The room 1 would be this way sent under room 2.

- It is supposed that you have current the room 2. Go to the window SECTOR PROPERTIES and in the stall ROOM BELOW  put the value 1. just as indicated in [Pic 58]. Above this window, another window called Selected textures exists. In the first 2 stalls (top floor, wall floor) you put the value 0, so that this way when marking a sector, this has the texture 0, that is to say, be invisible. Nowt select the flat geometric figure  (the same one used in the previous connections) and  mark  the 4 central tiles of the room 2. With this you are saying: Lara will pass through anyone of these 4 sectors toward the room of below that is the room 1 in this case (for that reason you inserted in Room Below the value 1) Marking these 4 sectors, your room should shine like appears in the [Pic 59].

Pic 59

 

-now we will insert the Portal View, for being able to see the content of the room 1 when we are in the room 2. open the window Portals View Manager and put the following values: in ROOM, put 1 in WIDTH put 2 and in HEIGH also 2. in TYPE  put " FLOOR " since this portal will go in the floor of the room. Click in Add. The portal was already added. Now, as you know, press CTRL. + SHIFT and then click in one of the marked sectors with the attribute, so that the portal moves this way until there. With the marked tiles and the portal inserted correctly, IT should be seen like in the [Pic 60]

Everything is ready with  room 2. Now we will make the same thing but in room 1.

-make current  room 1. Go to the window Selected Textures and in Top Ceiling and Wall Ceiling  put the value 0, so that the sectors that we will put in the floor are this way invisible.

-in Sector Properties, put the value 0 in Room Below" (since we don't need more this value) and put the value 2 in the stall Room Above."  always select the geometric figure (flat) and  marksthe 4 central tiles of the ROOF (remember that to put figures or attributes in the roof, press and hold  SHIFT and then mark with Cliks the sectors of the roof that you want) Mark the 4 central tiles of the roof of the room 1. note: In all the connections, up/down or toward the sides, the marked sectors of a room should COINCIDE with those of the other room, or if not everything will be bad.

Pic 60

 

You have -already marked and invisible the 4 sectors of the roof. Now insert the portal. The portal should have the values ROOM 2 (since we want to see the content of the room 2) in WIDH and HEIGHT the value 2 (since they are 2 tiles of wide and 2 of long) and in TYPE you put the value CEILING, since the portal will be inserted in the roof of the room 1. Now with CTRL+SHIFT move the portal until it is on the 4 central tiles of the roof. It souldh look like in  [Pic 61]

The chained up below is already completely finished. As you see  is very easy to make it. In our case, as the room where Lara begins the level  is the triple of high than her, you can put some steps so that she can ascent. Put them as indicated in [Pic 62] Note: remember that makes some moments ago you had in ROOM ABOVE the value 2 you ERASE IT (put the value 0) this way we won’t  apply this attribute to other sectors. Also remember that the textures are so in 0  select some before putting the cubes, or if not, you won't be able to to see them!

Texture your level (so that you can notice well how you have carried out the connection). Save it as  "enlacearribaabajo.tre"  " (save it, because we’ll use it again) then you compile it and play it so that you’ll see how it has been.

Pic 61

 

Useful data

I -suppose that when testing your level, lara went up the steps and with a jump and holding on to, was able to ascend to the room 2. you will surely wonder why floor is so thin? Since it seems like a paper leaf. Good, you can leave this way this or to give it " thickness " that is recommended. to augment the floor, you can select the figure of the 1/4 of cube (the smallest cube in the primary geometry) and insert this cube around the 4 central tiles, BUT NOT IN THE MARKED TILES WITH THE ATTRIBUTE!!!!!! since they would fade and when playing the connection  would be bad. If you have put the 1/4 of cube well, the connection should shine like in [Pic 63]

remember when you vacate Room Above, Room Below or Room Side, place the value 0 to avoid to put an attribute to sectors that doesn't correspond.

Pic 62

 

 

Pic 63