24-04-24, 17:25 | #1 |
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TEN – How to start building a new project, a new level
Made using Tomb Editor 1.7.1. pack (including Tomb Engine 1.4.)
Last update to TE/TEN: - The short version of the tutorial (for a beginner, like you, I suggest accepting all the default values where available):
CONTENTS: 1. Installing Tomb Editor 2. Starting a new project 3. What is a level? 4. Starting a new level map and adding it to your project 5. Check the needful contents of the level script 6. Check the main TE settings for the level 7. Check the crucial attachments 8. Edit something 9. Convert the level map into a playable level, and try it in the game ---------- Notes:
Last edited by AkyV; 18-06-24 at 18:22. |
24-04-24, 17:34 | #2 |
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1. Installing Tomb Editor
If you want to create levels for your Tomb Raider game with Tomb Engine, then you can’t use editors like DXTre3d, TRLE (winroomedit) or NGLE. The one and only useable editor is Tomb Editor, the original (and currently: the only one) home of Tomb Engine. So, first of all, you need to download and install the Tomb Editor pack on your computer. It is available eg. here – but eg. here you can find even older versions. The default route of Tomb Editor installed is C:\Tomb Editor. The contents of this main folder are:
---------- Note: After the installation, don’t forget to check sometimes if there is a fresher version of Tomb Editor pack. If there is, then download it and install it on the same route where the pack was originally installed. Last edited by AkyV; 18-05-24 at 09:20. |
24-04-24, 17:37 | #3 |
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2. Starting a new project
After the installation of Tomb Editor pack, you are ready to make your very first Tomb Engine project. (Level map file extensions are well-known as “PRJ” files, but do not misunderstand: what we call “project” now is not a level, but a whole level set – i.e. your current Tomb Engine game itself, which will be released when you fully made it.) But where do you need to place your projects? Well, NOT in Tomb Editor main folder – that is a place you usually never modify while editing. I suggest placing all of your projects nicely collected in a so-called general project folder. This could be called eg. “My_Tomb_Raider_projects”, created manually. (I created it in Documents folder.) Each project you make will be placed in its own main folder. Does it mean now you should also create manually a project main folder in the general folder? No, there is a TombIDE wizard which will do the whole project-creating procedure for you. Projects are handled in TombIDE (TIDE) program, that is why the whole project-creating procedure is also being done there. So start TombIDE.exe, and the panel of TIDE Start page opens up. Click on “Create a new project” button now. The first page of a new panel opens up (General Information):
Now click on “Next” button to continue the procedure on the next page of the panel (Extra Options). I suggest changing nothing here. Which means level map files will be handled in a folder called "Levels", which is a subfolder in the main folder of the project. (I mean, this is the default place for level map files, and you, the beginner probably should keep it like this.) Now click on "Create" button here, then look at the increasing bar at the bottom of the panel. When the bar is at 100 %, then you get a message that the project has been successfully created. Click on the message - which closes this panel, so you will see TIDE Start page again. The window of this page was empty so far, but now you can identify here this freshly-created project, in its row. (Later, having more than one project in TIDE, they will be all listed here, in their own rows.) And this project main folder has been also created on the selected route, with the basic contents a TEN project should have. (Including Levels folder - still being empty - in that default position.) So that very first TEN project exists at last. If its row is selected (highlighted) on TIDE Start page, that naturally means this is the project you are actually working on in TIDE. Double-click on that row (or click on "Open selected button" below), so the project opens in TIDE, you will be able to work on it. Each project opened in TIDE has more pages, now you can see its Level Manager page. (See the panel header which names the current project.) Now click on the red arrow in the upper left corner of the page, to go back to TIDE Start page, closing this project now in TIDE. ---------- Notes:
Last edited by AkyV; 19-05-24 at 17:25. |
25-04-24, 18:55 | #4 |
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3. What is a level?
Before we discuss how to start a new level, important to understand, that actually what a "level" is. (Don't do anything now, just read and listen.) Level map Level maps are the editable versions of levels. So when you create, modify a level in the level editor program, then the changes are saved and stored in level map files. Previously level map files was known as files with PRJ extension. But if your level editor program is Tomb Editor, then these files work a bit differently, TE has its own level map formula, whose extension is called PRJ2. At the moment you don't have PRJ2 files, but soon you will create them and save them in Levels folder of the project main folder. (In fact, in subfolders of Levels folder, and each subfolder is dedicated only to one level of the project, having a name which nicely refers to the level name.) Or, alternatively: See the "Import TRLE level" menu option in TE, which lets you import your PRJ level maps (made previously with TRLE or NGLE) into PRJ2 format. And also see "Convert level to TombEngine" which lets you convert your non-TEN level maps into a TEN PRJ2 file. - I.e. it is important, because eg. that is not enough if you open a TRNG PRJ2 in TE, and then you change the engine there for TEN and simply start editing it. Imports and conversions like that should be well-done. However, there is no guarantee that they are 100 % perfect. So, after any action like this, I recommend to check your whole level map if everything is okay. (For example, TEN cannot handle triggers made for TRNG engine. So in a TEN level converted from a TRNG level, TRNG triggers will be useless, they should be deleted - or formed into a trigger useable here.) Playable level The playable version of the level is a level file what the game will play as a level. This playable file is made by a conversion, converted from the PRJ2 level map file of this level. (The conversion will be a very simple task to you: only a simple click on a button.) TRLE (for TR4 engine) and NGLE (for TRNG engine) playable level files both have TR4 extensions. But this is not true for playable levels of other engines. The playable levels of Tomb Engine have TEN extensions. Each TEN file will be automatically available in Engine\Data subfolder of the project main folder, just after their conversions from PRJ2 files. (At the moment only title.ten is available there, i.e. it is a pre-converted level for Tomb Engine. However, it is not the well-known The Last Revelation title, but something much simpler, that is why you can't find the level map file for it in Levels folder, from which the pre-conversion was made.) Crucial attachments Literally or "only" technically, but levels are useless without their crucial attachments. (Which you will attach in TE to the level map. Then you need to save the map to keep it.)
Item files An item file (attached to a level) contains all the Moveable and Static objects (Lara, creatures, statues, furniture, effect emitters etc.) and sprites which can be used in that level. Unlike the older editors, in TE you can select more than one item file for a level. (And if an object is there in both, then you can set which one of them should be applied in the level.)
Texture files A texture file (attached to a level) contains all the texture tiles which can be placed on room faces (floor sector, ceiling sector, wall section) in that level. Unlike the older editors, in TE:
Sound files and their catalog files Sounds saved in sound files can be emitted mostly by Moveable objects (mostly Lara or other creatures), but even by any effect (like a rumbling earthquake). Etc. Sound files have WAV extensions - just like in the old times. Sound files are not directly attached to a level map, for two reasons:
Script means game or level data, described simply by typing some texts. In TRLE or NGLE there is a "level block" in the script, where all the scripted data of that level are typed. In TE it works the same way - except if the engine for your TE project is TEN. In that case script works a bit differently, as you will see. (Though, a level block also exists there.) There is a tool in TE pack dedicated to edit script. This is TIDE you have already used to create your project, and you definitely will use it later much to edit your script. Conclusion When you start building a new level for your project, then these are your tasks, recommended in this order:
Last edited by AkyV; 03-06-24 at 23:04. |
26-04-24, 07:08 | #5 |
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4. Starting a new level map and adding it to your project
I present these two actions in the same chapter, because when you create a new PRJ2 file, that will be automatically added to your project. Create a new PRJ2 file with TombIDE wizard and add it to the current project
But TIDE now asks you if you want to save what you have just did. Naturally accept it. (However, operations you did in TIDE are automatically saved. Except if those are rows typed in the script.) Create a new PRJ2 file manually and add it to the current project
Notes:
Last edited by AkyV; 18-11-24 at 18:07. |
27-04-24, 09:11 | #6 |
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5. Check the needful contents of the level script
Script files for TRLE and NGLE builders are known as Script.txt, English.txt, Script.dat, English.dat - and TRNG can also have some "subscript" files, using #INCLUDE directives. In TEN, Script files are totally different:
Some of them are not important for us now, and some of them won't be important even later. - So let's see which script files are important, when you start building a new level:
Naturally this is the page where you can edit your script. The main parts of this page are:
Gameflow.lua This script file exists initially in TE pack, and always very simple. However, it is crucial, your level won't run in the game (properly) if you do not set here the main data of the level (properly). - We can call this main data a "level block", because it is a data block for a level. However, unlike mostly level blocks of TRNG scripts, which can be even very huge (except if you use subscripts), TEN level blocks are always only for the main data. (I.e. additional scripting is always handled somewhere else - soon you will see where.) Gameflow.lua is is separated into three parts with the ------------ rows (which are comments, because they are start with -- signs):
Initial level block rows are simple commands for that level. ("Officially" I shouldn't call them commands, but something else. However, I bet you will remember them more easily, if I call them commands. In latter tutorials we will be more precise, but in a basic one like this it is enough.) - These commands are, from above to bottom (technically the command order doesn't really seem important here, though):
These default values are proper for our purposes, so we won't change them now. (But you can naturally do that later, though.) Naturally if you created Test1.prj2 file manually, then you need to add this level block manually to Gameflow.lua: so type these rows there now. Strings.lua Previously probably you used English.txt to edit the texts which are seeable in the game. The TEN script file for this purpose is called Strings.lua, existing initially in TE pack. With comments, this file is also separated into parts. We are interested now only in the lower part now, which the comment names as "Level name strings". There are some initial (and perhaps ununderstandable - but it doesn't matter now) level names are set here. But when the wizard created Test1.prj2, then a new entry was also created here, telling that the name you will see in the game for the level which has Test1 name key is Test Level 1, as you set it previously: Test1 = { "Test Level 1" }, Naturally you need to type this entry manually now, if you you created Test1.prj2 file manually. Test1.lua This file has been automatically created when the wizard created Test1.prj2. The contents of the file isn't important now, we won't use these entries now, to test this new level. (This will be the place later of the thing I've just called "additional scripting".) However, the fact that this file exists by the wizard means you should create this non-existing file manually, when you created your level manually:
---------- Note: If more than one level map belongs to a level (see the previous chapter why), then naturally still only one script belongs to the level. So, if the level already has the needful contents for its first level map, then its further level maps will use the same contents, you don't need to do anything in the script files, to make the level ready to play. Last edited by AkyV; 18-11-24 at 20:03. |
03-05-24, 19:04 | #7 |
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6. Check the main TE settings for the level
The main TE settings for a level map can be checked in dropdown Tools\Level Settings menu, on Game page. So open Test1.prj2 in TE (see Chapter 4 how), and check these settings. If the wizard created the PRJ2 file for you, then the values here always should be the proper ones. But if you created it manually, then you need to set the proper values:
„Full file path for the currently open level” value should be the route of this PRJ2. ---------- Note: If more than one level map belongs to a level (see above why), then naturally the same main TE settings belong to these level maps. So, if the level already has these main TE settings for its first level map, then its further level maps will use the same main TE settings. However: you need to check these at each map of the level. Except: naturally the „Full file path for the currently open level” route is different for each level map. Last edited by AkyV; 18-05-24 at 11:16. |
12-05-24, 09:33 | #8 |
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7. Check the crucial attachments
The next step is that you need to check the crucial attachments of the level map. So remain in Test1.prj2 in TE now, and check these. WAD2 file As I said above, in TE you can select more than one WAD2 file for a TEN level. - But, for a basic tutorial like this, only one WAD2 attached is enough to us to start editing the level. That is why we are examining now only one WAD2 attached to Test1.prj2. As I said above, the best place for this only one WAD2 file is a subfolder in the level folder - which now could be Documents\My_Tomb_Raider_projects\Lara's Newest Adventures\Levels\Test Level 1\WADs. Now create it manually. You haven't created a WAD2 file for Test1.prj2, so this subfolder should be empty yet. That is why there is still not a WAD2 file to attach to Test1.prj2. However, the results are different, when you check this attachment at Test1.prj2, which was created with the wizard, or at Test1.prj2, which was created manually:
How can it be possible? Well, as I said above, many well-known objects are not compatible with TEN. Lara and many other objects should be optimized for TEN. To make your things easy, TEN developers made a basic TEN WAD2 file, which contains a TEN-specific Lara, some other TEN specific-objects - and also some other, general (but surely TEN-compatible) objects, which are needful to edit a level. This is the WAD2 which has been automatically attached to Test1.prj2, when the wizard created this PRJ2. Yes, this WAD2 is not an item file with the custom objects you want for your level - however, its contents is a proper object set to start learning how to handle Moveable objects and sprites in TEN. (This WAD2 has no Static objects - but I am sure soon you will be able to add easily Statics to this, with WadTool program.) This WAD2 is called TombEngine.wad2, and you can always find it in Tomb Editor main folder, in Assets\Wads route. Yes, if you created your PRJ2 manually, then this is the WAD2 you should attach to the PRJ2 file now, also manually: just click on the Items panel, and, in the window popped up, search and select this WAD2. Later, when you are not so noob to TEN any more, you will create your custom TEN-specific WAD2 for this level, saved in Documents\My_Tomb_Raider_projects\Lara's Newest Adventures\Levels\Test Level 1\WADs, attached as a second WAD2 of the level (eg. via dropdown Items menu). Or first you detach TombEngine.wad2 (eg. via dropdown Items menu), which you don't need any more, so the custom WAD2 will be the only item file of the level. (But in this case naturally you should also check if there are objects of TombEngine.wad2 placed in the level map.) Texture file As I said above, in TE you can select more than one texture file for a TEN level. - But, for a basic tutorial like this, only one texture file attached is enough to us to start editing the level. That is why we are examining now only one texture file attached to Test1.prj2. As I said above, the best place for this only one texture file is a subfolder in the level folder - which now could be Documents\My_Tomb_Raider_projects\Lara's Newest Adventures\Levels\Test Level 1\textures. Now create it manually. You haven't created a texture file for Test1.prj2, so this subfolder should be empty yet. That is why there is still not a texture file to attach to Test1.prj2. We won't waste our time now to create a texture file for this level. Instead, we copy/paste an existing texture file into this folder, that should be enough now to start learning how to texture floor, ceiling and walls in TEN. I think the easiest is if what you copy now is the well-known textures of the well-known Playable Tutorial Level, copied from the original TRLE pack, i.e. tut1text.tga file. So now we copy/paste this TGA into that textures folder, and then attach it to the PRJ2 file, with a simple, manual way: just click on the empty Texturing panel (on the right side of TE), and, in the window popped up, search and select this TGA. (Or you can choose any other existing texture file, if you want. - However, this tutorial will be discussed with tut1text.tga attached.) Now the tiles of the selected TGA will fill the panel. Sound files and their catalog files The topic of sound files and catalog files are something that should have a really detailed and long tutorial. That is why now I only tell in this topic that what you should do to hear the proper sounds in the game, when the level with Test Level 1 name is playing. We'll use the easiest way now to attach these sounds:
Test1.prj2 file already exists, but, after attaching these attachments, the file needs to be updated in TE, to keep these attachments attached even if you close TE, or (creating/openining another level map) close only Test1.prj2. So you now overwrite (save) Test1.prj2 (naturally still opened in TE), which is naturally very simple: just see "Save Level" dropdown File menu option, or hit CTRL+S keys. ---------- Notes:
Last edited by AkyV; 03-06-24 at 23:03. |
12-05-24, 11:04 | #9 |
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8. Edit something
It's time to edit something in Test1.prj2 level map, in TE - so you can try it soon in the game. However, we don't want to edit too much now - only the minimum contents which are needful to test this level in the game:
And that's all. This edited state in TE is enough to be played. (Click on F4 to see how relatively dark this room is.) - Don't forget to save (overwrite) the level map now. However, you can edit more in this level even now, if you want: forming the room geometry, making water rooms, texture animations, creating rooms and connecting them to each other by making portals, placing light bulbs, placing and spawning enemies etc. - Just search some info for them somewhere else, because in this tutorial we won't discuss things like that. And the tutorial will still use that minimally edited boxy room, though. Last edited by AkyV; 18-05-24 at 11:39. |
12-05-24, 11:04 | #10 |
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9. Convert the level map into a playable level, and try it in the game
After editing some little things to test in the game, there's nothing else left than trying this level in the game. I present conversion and trying in the same chapter, because when you convert a PRJ2 file into a TEN file, many times the game will automatically launch to try it. TRLE or NGLE has a separated program for the conversion. Though, NGLE has an automatism which will do everything with a single click on a button: save level map file => running the converter for the conversion => optionally starting the game to try this freshly made level there. TE also has this automatism, with a single click on a button, but working a bit differently:
Hit F5 shortcut key for this command, but there are other ways as well (see eg. dropdown File menu). What happens now automatically is:
And that's all. Now you are able to start editing projects, levels. Quit the game, and start learning and trying the further steps for editing levels. ---------- Notes:
Last edited by AkyV; 19-05-24 at 10:00. |
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