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Old 17-09-17, 12:28   #31
AkyV
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Default Room amount, sizes and coordinates in TRNG

Room amount
There is a trick in TRLE to increase the amount range of one hundred rooms.
The TRNG method is user-friendly and better, because it won't let you increase the upper limit (255 rooms).
All you need to do is hit CTRL+ALT+SHIFT.

(Note: at least one Empty slot is always highly recommended, whatever big the range is.)

Room Info Box

If you select some area in TRLE (eg. to bound the room, but even for anything else) then all you can see in the Info Box is the X and Y coordinates of the selected area. In TRNG you can see more info about the selected area:
-
X and Y coordinates (sector) (missing in some updates if more than one sector is selected, already reported to Paolone)
- F (only if one sector is selected): the deepest coordinate of the floor (click)

- C (only if one sector is selected): the highest coordinate of the ceiling (click)
- W (only if more sectors are selected): the East-West size (according to NGLE facing!) (sector)

- H (only if more sectors are selected): the North-South size (according to NGLE facing!) (sector)

Tick Show extra infos in Room Info Panel on Settings panel. Now F and C info will be changed:

F:
the deepest coordinate of the floor / (nevermind) / the highest coordinate of the floor (click) (click)
C: the highest coordinate of the ceiling / the deepest coordinate of the ceiling / (nevermind) (click)

Note:
Hit CTRL+J to swap forth and back between the original title bar of NGLE and several room info data of the room/selected area.

Easy area selection
Eg. to bound the room, but even for anything else, you can select areas in an easier way:

1. Select the northwestern
(according to NGLE facing!) corner (sector) of the area.
2. Hit SHIFT+F5 to type the area size.

Moving rooms vertically
TRNG has a vertical 2D map, TRLE doesn't have one. That is why, instead of Room+/- buttons, you can move the rooms in the vertical map in the same way as in the horizontal map: dragging with the mouse.

Last edited by AkyV; 17-09-17 at 12:40.
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Old 20-09-17, 08:53   #32
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Default

Animating16_mip cannot be animated. Did anybody test Animating15_mip, Animating14_mip? Animating13_mip and below can be animated.
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Old 20-09-17, 12:31   #33
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Animating15_mip and Animating14_mip can be animated.
However, Animating15 doesn't sometimes perform an animation...
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Old 20-09-17, 13:05   #34
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Default

About animations on moveables in AnimatingXX and AnimatingXX_mip slots, those slots can have only 4 animations (so anim 0, 1, 2, 3 ). And if you use trviewer to delete all animations in a moveable at once to earn resources, remember to import at least an animation 0, even with just one frame: moveables have to have at least one animation, or the object, once in a wad, will try to read animation data from the next moveable in the wad itself, and you'll run the risk of weird behavious once in game.
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Old 20-09-17, 20:01   #35
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Default Floor, ceiling and wall sectors in TRNG

Special floor/ceiling shapes
If you liked using Features menu in the DropDown Menu of TRLE, then you definitely must have a look at the Shapes menu in the DropDown Menu of NGLE for further special shapes of floor/ceiling (Smooth Slope, Stepped Slope, Random Smooth, Pyramid, Inverse Pyramid, Bend, Inverse Bend, Dome, Inverse Dome).
Remove editing from selection is also a useable option here.

Notes:
See customizations for these NGLE special shapes in the Settings panel: Settings for Random Smooth Floor/Ceiling, Peaked Pyramids (elaborate corners and top point), Bend Type.

Wall panels
Shapes menu is also useful to form green wall panels:
- Grid selected wall: the maximum five sections of the panel will be created/re-arranged as sections in the same size/form.
- Grid all walls: like "Grid selected wall", but you don't need to select anything. (Invalid for walls made by the green Wall button.)
-
Remove editing from selection: removing all the sections there.
- Remove all grids:
like "Remove editing from selection", but you don't need to select anything. (Invalid for walls made by the green Wall button.)

-------------------

Paolone has a great tutorial for the Shapes menu if you click on NGLE/DropDown Menu/Help/NGLE Help.
Or you can find the same here, on TRF:

http://www.tombraiderforums.com/showthread.php?t=212018
http://www.tombraiderforums.com/showthread.php?t=211950
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Old 21-09-17, 21:15   #36
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Default Some texture features made for NGLE

- CTRL+(not keypad) 9: will open the actual TGA file loaded into NGLE in the basic image viewer program of your PC.

- "Textures: X of 1024" info in the Info Box is something you didn't have in TRLE. You can check here the actual (X) and the maximum (1024) number of tiles you have in the Texture Panel.
(Note: 1024 is 256 if you have a v50 project with big texture tiles.)

- Check Settings for Mouse Wheel (to scroll texture panel) on Settings panel to customize the Texture Panel reaction when you are using the mouse.

- When the selected sector is a broken surface having a bad/missing/badly rotated tile part on one of the triangles, then there is a manual way in TRLE to correct it. NGLE has a developed function for that: see DropDown/Texture menu for Create Floor/Ceiling Triangular Tex (or hit SHIFT+F3/F4).

- CTRL+T will change the triangular part in the selected tile of the Texture Panel. (Which is the only way if only a tile part is selected.)

- "Current Texture" on the Info Box will show the ID that the selected texture tile has on the
Texture Panel.
Select a tile on the
Texture Panel. If you want to change all (!) the copies of this tile already placed in the map, then choose DropDown/Texture menu/Substitute Textures. Type the "Current Texture" ID of a tile. The selected tiles will be changed for the tile having that ID.

- You need to be careful with the
"TexInfos: X of 1024" info in the Info Box. X cannot exceed 1024.The X minimum value is not 0 but 256. The counter will be increased with 1:

a, if you place a whole tile (not a tile part, not a triangle tile) at the first time in the map, if the tile has a bigger
"Current Texture" ID than 255, or
b, if you place the same tile part (not a whole tile, not a triangle tile) at the first time in the map.

The counter will never be decreased, which you can fix for that occasion with these commands of
DropDown/Texture menu: first Remove unused tail infos, then Check integrity textures.
Check integrity textures will create a TailInfo_log.txt file in the editor main folder.

- If you want to rotate all the tiles of the selected area, then choose
DropDown/Texture menu/Turn Selected Textures. Choose W for wall, C for ceiling, F for floor area. (W could be buggy!) Then choose 1 for 90 degrees, 2 for 180 degrees, 3 for 270 degrees and 4 for random rotation.

- Clear Room in Texture menu is an old TRLE feature to remove all the tiles from the room. NGLE has more options there (Clear Floor/Ceiling Selected Textures), to remove only the required tiles - but it is complicated, explained eg. in this tutorial:
http://www.tombraiderforums.com/showthread.php?t=212017

Last edited by AkyV; 21-09-17 at 21:18.
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Old 23-09-17, 10:57   #37
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Default Some basics about handling bulbs and lights in NGLE

- You cannot find any info about your lights in TRLE, but there is an "Effects: X of 768" info in NGLE Info Box which shows the actual (X) and the maximum (768) number of the aggregated number of light (Light, Shadow, Sun, Spot, Effect) and fog bulbs.

- TRLE methods to modify ambience/light bulb/object inner colors are to click on RGB buttons with left/right mouse buttons/maybe including ALT. Or right mouse click on Flip Palette colors.
In NGLE you can do something else as well: click on the little box between the +/- buttons of RGB blocks, to type that red, green or blue component of the color.

Last edited by AkyV; 23-09-17 at 11:01.
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Old 24-09-17, 07:57   #38
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Quote:
Originally Posted by Tombraider95 View Post
I recently realised there was a "rotate object" button.
OH. thanks...
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Old 24-09-17, 14:36   #39
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Default steam-emitter in waterroom emits bubbles instead of steam.

Most of the long time builders probably know this, but in case the newbies don't:
when a steam-emitter is placed in a water room, it will emit bubbles that go up to the water surface.
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Old 25-09-17, 16:24   #40
AkyV
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Default Some NGLE/TRNG room features

- The yellow New Up/New Down/New Tunnel Room buttons are not for some fancy new room types. Don't be afraid of them. All they do are create a usual door (portal) and a new usual room on the other side of the door, at the same time:

a, New Up: vertical door (optional) on the whole ceiling+a new room (with the same horizontal AxB size as the lower room), with customized height.

b, New Down: vertical door (optional) on the whole floor+a new room (with the same horizontal AxB size as the upper room), with customized height.
c, New Tunnel Room:

< horizontal door on the selected floor/ceiling area+a new room (with the same horizontal AxB size as the door), with customized height, or
< vertical door on the selected wall area+a new room (with the same width as the door), with customized height and length.

- TRLE W button cannot be found in NGLE. So pernaps this is not a feature that is forgotten, but it MUST be forgotten in NGLE. Use Normal button instead for water rooms.

- You don't need lame or inventive workarounds to show rain or snow in TRNG. Hit the Normal button instead, more than one time, to show Snow or Rain.
But don't forget: it is not enough to really see rain or snow. This tutorial should help:
http://www.tombraiderforums.com/showthread.php?t=211678

- The TR3 quicksand feature is available (
hit the Normal button, more than one time).

- DMG button: Lara will be continuously hurt in a room like this (eg. to simulate a very hot area).

- Cold button: you will see Lara's frozen breath in a room like this, or (if it is a water room) it will be some ice-cold water that hurts.

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