Primary geometry

Description:

If you have already used previous versions of the TReditor from Turbo Pascal, you will notice that this section is very family and easy of using. These figures are defaulted which makes them very useful to the moment to make certain blocks in your level. These image s can  apply in the roof and in the floor, and among them they can be combined to carry out different effects in one or more rooms.

Pic 7

Instructions step to step:

 

Inserting geometric figures in the floor

- (with the base level of antartic.tr2 already open)

-add a room of 10x10

-active mode " Textured " to see the textures of the room. [see Pic 7]

-now go to the window (Primary Geometry edit) and select the smallest " cube " figure [See Pic 8]

- With the selected cube, go to the work window (where the texturized room is shown) and begin to make clic in all the extreme sectors of the room (that is to say those that are before the wall) [See Pic 9]

-now select the cube that is a little bigger than the chosen one previously and make the same thing again but in the sectors ahead of those that you marked previously.

Pic 8

This way, select another cube now a little bigger and mark the tiles that have not been marked before.

-when you have made it, 4 free sectors should be in the center. mark them with the biggest cube of all. The final result should be a kind of staggered pyramid, which can be seen in  [Pic 10]

-now compile (FILE, BUILD LEVEL) and play the level to see the results.

 NOW  ENTERS TO THE SECCIÓN "TEXTURES": How to apply them to your project" -now that you already know how to apply textures, clic in TEXTURES and then in TEXTURE PANEL 1 and select the textures indicated in the [Pic 11] Note: In the figure 11 appears left click and right click. For an error in the image, where it  tells right click  make LEFT clic and where it says left click,do  RIGHT clic. Thank you.

apply the texture to the pattern of the recent created staggered pyramid. It should to be just as indicated in [Pic 12]

-in the window of primary geometry select the figure WALL. Now walk to the panel of textures (texture panel 1) and select some to your pleasure and then apply the pared/texture in each one of the corners of the work room (Remember to move Lara CTRL+ALT+SHIFT so that shie is not above the wall). Then to the walls of the room (those that compose the room, not those that you have just added), put another texture to pleasure. Finally the room would look similar in form as is indicated in the [Pic 13]

Pic 9

Compile and play your level. It should shine similar to the one shown in the [Pic 14] If you notice, the roof doesn't have established texture, and neither it contains to special geometry. That will make it now:

Inserting figures in the roof

With the same example that we have been working, select the textures that are shown in the [Pic 15] and then insert the figures just as you see in [Pic 16] Note: to insert figures in the roof, it is carried out in the same way, but with the difference that you should sep pressed the key SHIFT. If you want to rotate a figure (in this case, you should rotate the triangles) in the window Primary geometry edit select the Option back-front or left-right in this case it activates " left-right ". . In the example, I have inserted small cubes, triangles (deslize) and plane figures.

 

compile and play the level. It should shine just as it is appreciated in the [Pic 17]

-now that everything is ready,  RECORD your project (FILE, SAVE AS...) put the name " geoprimaria.tre "

 

Pic 10 (mode " Solid ")

Proposed exercise (it Includes exercition of primary geometry for roof and floor, and also use of textures)

Before anything else I should indicate a small trick. Surely when carrying out the previous example, you wondered if the high maximum, in the case of the cubes, was the biggest cube in the window primary geometry edit." The answer: Not. All the figures can change their high to your pleasure. only should go to the window Render Options", and then to go to the section Replicate." In HIGH SELECTOR, you should put the number of high that you want for a figure. If you enter the value 0 the figure will be inserted with the same size that Primary geometry edit appears in the window and if you enter the value 1 [See Pic 18] the figure will increase its high. The same thing for the value 2, 3, etc..

Exercise: can you imitate the images shown in the exact [Pic 19 and Pic 20]? Hint: When creating the room, make it of 8x12x4 and it activates the option SKY to see the sky.

 

Useful data:

To insert figures in the floor, only select the figure and  left click in the sector of the floor where you want it to be put.

To insert figures in the roof, only select the figure, press and hold SHIFT and then left click in the sector of the roof where you want to place it.

To rotate a figure (either when inserting it in the roof or floor) you go to the window primary geometry edit and select " back-front " or " left-right "  as you want  the figure is inserted.

To change the height of any figure, only before inserting it, go to the window Render Options and look for the option High sel" [pic18] and enter the value of the height. The value 0 inserts figures just as they are appreciated in the window of primary geometry edit higher values, will make it higher.

-the textures can be inserted before putting a block or when the whole geometry is already ready.

Pic 11

 

Pic 12

 

Pic 13

 

Pic 14

 

Pic 15

 

Pic 16

 

Pic 17

 

Pic 18

 

Pic 19

Pic 20