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Manual Snippets
 | OCB CODES
To bring up the OCB menu select an object and press 'O'
Then enter one of the following codes in the empty box provided:
00 - Object is on the floor
01 - Object is in the wall
02 - Object is pried from the wall with a crow bar
03 - Object is on a high pedestal
04 - Object is on a low pedestal
OTHER OCB CODES
Type '999' in the OCB of puzzle doors; if you do not an invisible wall will prevent Lara from returning to the previous area.
MONKEY SWING
Highlight a ceiling square and press the peach 'Monkey' button on the Editor Window buttons to assign a monkey swing surface.
CLIMBABLE WALLS
Highlight a wall and press the four green 'Climb' buttons to assign the climbable animation. Observe the editor window to see where you are assigning the surface!
SWINGING ROPE
A rope is a null mesh object. Place the 'Rope' object in a room, then select the rope, select a square where you want the rope to be triggered and press the pink trigger button, near the 'Monkey' and 'Climb' buttons. NOTE - Do not trigger the rope in front of Lara's eyes; trigger it preferably round the corner!
POLE
A pole is an object and it requires no trigger. Just simply place the 'Pole' object in a room.
WATER
To create water, stack two rooms (one for the ledge room and one for the pool room).
In the water room press the 'W' button and set the value to '2'. This means when Lara hits the water she will go into her swimming animation and the wave value will perform at an average setting.
In the ledge room highlight the pit to the poolroom and press the 'Toggle Opacity 2' button located near the editor window buttons. The pit squares should now be red. Press the face edit button. Now turn on the Transparent and Double Sided buttons. This means when Lara is underneath the water she will be able to see through to the room above (ledge room).
Find the eight water textures in the texture panel and apply them randomly to the toggled area. Press the Animation Ranges button and highlight the water textures you used - then press 'OK'.
For a finishing touch set the light ambience in the pool room to Red - 40 Green - 40 blue - 80, this will give your pool a nice clean blue look. In the ledge room press the 'R' button and set the reflective value ('3' is the best).
SHALLOW AND WADING WATER
To create shallow water (ankle height) raise the floor in the poolroom till the elevation is only one click high. To create wading water (waist height) raise the floor in the poolroom till the elevation is only two clicks high.
SHIMMYING AND CRAWLING SPACES
To create a shimmying space minus the ceiling or raise the floor till there is only a gap of one click. To create a crawling space minus the ceiling or raise the floor till there is only a gap of two clicks. Make the gap any larger and Lara will be able to stand.
BADDIES
A baddy is an object and simply just needs to be placed and triggered. If you want the baddy to have special AI features (null mesh objects) refer to the manual provided with the CD.
TRAPS
Traps are like baddies they are objects and they require a trigger to work. Rolling balls and flames are pretty simple to set up but teeth spikes require more specific OCB work. Please refer to the manual provided with the CD for more information.
BASIC AND FIXED CAMERAS
To place a basic camera choose the pull down menu 'Effect'. Select 'Camera' and place the camera in your room. Then select the camera and highlight an area or square and press the pink trigger button. The same procedure goes for fixed cameras except select the option 'Fixed Camera'.
CONNECTING ROOMS (making 'doors')
To connect one room to another create two rooms and place them by each other in 2D view. Highlight the appropriate selection of grey squares in the editor window and press the black 'Door' button to create a portal. To view your rooms joined press the 'Draw Doors' button situated near the editor window buttons. |
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'TOMB RAIDER AND LARA CROFT © & TM CORE DESIGN LIMITED 2003. ALL RIGHTS RESERVED.
Core Design and Eidos Interactive do not have any association with this site.
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