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-   -   Starting my first level! (https://www.tombraiderforums.com/showthread.php?t=217544)

Danath 16-03-17 21:36

Starting my first level!
 
Hello! It's been a really long time since i was active on this forum. :wve:

The community around these games is incredible, there is so much content that has been created and continues to be created, and i have played a ton of levels over the years. I am very happy to see that even new modern engines and editing tools are being created. I thought people would lose interest in these old games with the modern reboots, which i hate ( but i don't want to start that debate, just my opinion ;) ). I feel excited to see that this is not the case, and the hardcore Core TR fans are still going at it. :D The level of detail achieved today with modern tools blows my mind sometimes.

During all these years that i have been a massive fan of the TR games, i sometimes started thinking about making my own level/s. I didn't have enough determination before, but now i have it. :) I want to make a small contribution to the legend, and now that we have recently celebrated the 20th anniversary of the saga, it's the perfect time.

I want to start with just a simple level to test myself. I want to create a TR2 level, since TR1 is too old and cannot be played directly in Windows, also 2 is tied with 1 as my favorites, depending on the day i choose one or the other. :p I love the weapon and enemy system from 2, i think 3 and onwards the human enemies are too slow and "dumb". And there are few levels for TR2! I want to contribute there.
I don't know if i will be able to approach the amazing work quality many others have achieved, but i will be happy to at least release something. :o

I have Dxtre3d v2rL ( is that the latest? ) and i have already completed the tutorials on the manual except for fliprooms, i think i have a firm grasp on how most things work, but i haven't played much with light objects yet, i have used the editor for only 3/4 days hehe.

Now My question would be: do people still use Dxtre3d? I have a lot of questions that aren't covered in the manual and would have to ask on the appropiate section.

Cheers! :tiphat:And happy raiding to all. May the legend continue on for many years.

Edit: The project is now completed and can be downloaded at: http://trle.net/sc/levelfeatures.php?lid=2987
Happy raiding!

AgentXP 16-03-17 23:38

Hey :)

Congrats on deciding to embark on your own trle adventure :tmb:
I can't really speak for Dxtre3d, as I've never used it, but there is a dedicated forum section for it here: http://www.tombraiderforums.com/forumdisplay.php?f=24

Good luck with building, look forward to seeing your work :jmp: :hug:

Danath 19-03-17 23:49

Thanks! :hug:
I'm making some solid progress.:) But i'm super slow at the moment. :p Between having to practice, searching for the needed software and then learning to use it properly, deciding how to make the rooms look, testing (loads),etc... I use truckloads of time.

One aspect that isn't so easy of levelbuilding that i'm learning to appreciate now is the ability to make interesting gameplay. It isn't so easy! I am trying to make something interesting. :o

When i properly finish texturing and make some more rooms i will show something here.

Mulf 21-03-17 22:39

Not a DXTre3d person myself; however I , for one, applaud your focus on "interesting gameplay"—as opposed to making things that merely look pretty in screenshots. :tmb:

Boobandie 22-03-17 05:49

I would still advise using TRNG. It's basically the original roomedit which is much more versatile than DxTRE3D with the mousepatch, and most people here use it so we can easily support you if you run into issues.

Also as you get more advanced TRNG scripting can really make your gameplay ideas come to life in ways DxTRE3D and the original TRLE could never accomplish.

Danath 23-03-17 02:27

Quote:

Originally Posted by Mulf (Post 7724073)
I , for one, applaud your focus on "interesting gameplay"—as opposed to making things that merely look pretty in screenshots. :tmb:

Notice i said "i will try", emphasis on "try". :D My opinion is that gameplay>>graphics.

Quote:

Originally Posted by Boobandie (Post 7724138)
I would still advise using TRNG. It's basically the original roomedit which is much more versatile than DxTRE3D with the mousepatch, and most people here use it so we can easily support you if you run into issues.

Also as you get more advanced TRNG scripting can really make your gameplay ideas come to life in ways DxTRE3D and the original TRLE could never accomplish.

Thanks for the advice, but i want to use the traditional engine. ;)

Ready to show the very first area of my map! The textures are custom ones i have made from TR2 and TR1 ones. What do you think? Texturing is pretty hard, specially avoiding the "wallpapers".
http://s349.photobucket.com/user/Jor...psay9bh5ko.jpg
http://i.imgur.com/olyRR9U.jpg

I don't know why but the triangular ceiling above and to the right of lara doesn't want to show the proper texture. :vlol:

Mulf 23-03-17 08:14

Quote:

Originally Posted by Danath (Post 7724377)
The textures are custom ones i have made from TR2 and TR1 ones. What do you think? Texturing is pretty hard, specially avoiding the "wallpapers".
http://s349.photobucket.com/user/Jor...psay9bh5ko.jpg
I don't know why but the triangular ceiling above and to the right of lara doesn't want to show the proper texture.

The only real way to avoid the wallpapery look is to have variation among the textures that you use a lot. Just having one more variant of those rock textures that you could alternate does a whole lot of good in that respect. (Just don't overdo it, or else you'll reach the texture limit very quickly indeed!)
Some think that mirroring textures (as you are doing now) achieves the same effect. I'm not one of these people. :) IMO it does the opposite: it rather emphasizes the wallpapery look by creating symmetrical patterns, sometimes 'faces'.

The triangular texture you point out needs to be rotated, and possibly you also need to select a different segment of the texture. I could tell you how to do that in the TR4 editor, but... :tea:

Titak 23-03-17 16:52

I like the textures, but I do agree with Mulf on mirroring textures. It does not avoid the wallpaper effect and it reduces the natural look of rocks and such because, as Mulf said, it creates patterns.

I'm assuming you will add lighting to this little room? :ponder:

Danath 23-03-17 18:54

Thank you for the advices. :) Yeah, i noticed patterns when i rotate and make coincide the texture sides. As i am not an expert and don't know how to create textures from scratch, i will try to have as much variation as i can with what i have.
As for lighting, i haven't touched that yet. For the moment i'm just giving rooms a general light intensity value. I tend to dislike really dark levels, so i won't have much completely black areas, even if it's not "realistic". :p

DJ Full 24-03-17 03:04

Quote:

Originally Posted by Titak (Post 7724519)
I do agree with Mulf on mirroring textures. It does not avoid the wallpaper effect and it reduces the natural look of rocks and such

Meanwhile it works well for textures which are already patterned, like bricks :)

Quote:

Originally Posted by Mulf (Post 7724073)
I applaud your focus on "interesting gameplay"—as opposed to making things that merely look pretty in screenshots. :tmb:

But it feels better to be stuck in a pretty level :D


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