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Old 20-02-06, 13:56   #31
Titak
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30 - TIMER

In order to get the on-screen timer to work like in TR4 Race for the Iris, do as follows:

1) In the script, add the line <Timer= ENABLED> to the block of data for the level in which you want the effect to occur.
2) Add the object VON_CROY to your wad, place it anywhere on your map and trigger it.
3) Place a trigger for Flipeffect 30.

This is basically all you need to do. You can use the timer in this way in any level of your script except the first (thanks to GokuZ for this one).

Some additional issues:

- Loading during the timed run.
Thsi is no problem at all! The timer will start where it was at when you saved the game.

- The VON_CROY object.
You do not need to use the original TR4 VON_CROY object; you can use any other object instead, even a nullmesh. The timer will work anyway. Once you got the timer running, you may deactivate VON_CROY by a Flipeffect 46 trigger. This doesn't affect the timer.

- Precision.
The original VON_CROY object begins with a meshswap when triggered: he takes the machete from his backpack. Since the timer will only start when VON_CROY reaches the ensuing standing animation, this causes a delay of one or two seconds before the timer actually gets going. (This also applies when you don't use the original VON_CROY object.)
If you want more precision, you can trigger VON_CROY first and place the Flipeffect 30 trigger on the square where you want the timer to actually start. (The triggers for VON_CROY and Flipeffect 30 may be on separate squares, but the timer only starts when both have been activated.)

- What can't be done.
The timer cannot be stopped and/or reinitiated (as in the TR2 and 3 assault course). The only way to make it stop is by ending the level in which it is used. Also, you can't have a negative timer (i. e., one that counts down to zero from a specified value).

Many thanks to Mulf who provided this information!
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Old 01-03-06, 14:54   #32
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31 – HOW TO GET YOUR LEVEL ONLINE

The best way to get your level online is to contact Michael Prager via email.
He organises the levels at TRLE.net. He is a thoroughly nice chap and will always respond and help you.

michael@mprager.de

What you need to do
You need to organise the following files:

the .tr4 files
Create a folder called Data and copy all the .tr4 file(s) into it. Include the title.tr4 only if you have created a custom title level.

The Audio files
Create a folder called Audio. (only if you have used custom audio in your level). Best to compress any custom audio from .wav format to .mp3 format in order to reduce the size of the download. Copy these files into the Audio folder.

The Script files
Create a folder called Script. Place the English.dat and Script.dat files into this folder.

Additional files
If you have created a custom LOAD screen (LOAD.bmp) include this.
If you have created a custom 'logo' screen (UKLogo.pak) (the screen which is overlayed over the title screen). Place this in the Data folder.
Best to create a 'Read me' file also, containing installation instructions and any other special instructions such as 'Switch Volumetric effects OFF".
Create a folder with your level name and place all the above files and folders into it.
Finally ZIP up your folder and send it.
Best to contact Michael first before sending. If the file is very big you will have to ftp it instead of emailing. Check with Michael first.

Last edited by Uvavoo; 15-03-06 at 09:26.
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Old 23-05-06, 19:49   #33
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32 - LEVEL EDITOR MANUAL

Have you lost the manual, was it not included in your copy of the Level Editor or do you prefer an online version?

Get the LEVEL EDITOR MANUAL here!!!

The manual contains a step by step tutorial in which you build the Playable Tutorial Level. Working your way through this tutorial is the best way to get to know the basics of the Level Editor, as well as its possibilities and its limitations.
It also contains information about the various objects in each wad and it contains detailed charts about the Level Editor window and its functions.
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Old 11-06-06, 19:13   #34
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33 - Creating a Level from Scratch

Here's a wonderfull tutorial on how you can make a level from scratch instead of overwriting an original one.
GodOfLight found it on this fine forum a long long time ago and send it to me to place right here in the FAQ.
If anyone recognises this piece of good information as his/her work, please let me know. Job well done!

--------------------------------------------------------------------------
It’s extremely important that you read these instructions accurately and do exactly what they say to do. If you leave something out or use a wrong name, things just won’t work right.

We’re going to create a new level that will be added to the list of levels rather than replacing one. This is difficult to do when you follow the Manual, but I’ll try and eliminate the confusion.

First, decide what wad you’re going to use. Next, open the Windows Explorer and create a new folder in the “trle\maps” folder. Give it a one word name that relates to the name of your new level. For example, if you were going to create a level named “The Great Escape,” you might use “escape” for a folder name. Once you’ve done this, decide on what set of textures that you’re going to use and copy the texture file (TGA) to this new folder. Rename it to the same name as your folder and give it a “TGA” extension.

Now you have to edit a couple of files. Use Notepad to open the “Script.txt” file that’s inside the “trle\Script” folder. Scroll down and take a look at this file. You’ll see that a lot of the file is made up of sections that are separated by a “[Level]” line. Each of these sections contains data for each level that will appear on the game’s menu. After the “Name=” you’ll see the name of the level as it will appear in the game. The last line of each section has a “Level=” and then the word “DATA”. After that is a “\” that’s followed by the name of the wad used in that level. This is followed by a comma and a number.

Find the section that uses the same wad that your level will use. Copy that entire block to the clipboard and then paste it onto the end of this file. In the block that you just pasted, change the “Name=” line so that it contains the exact name of your level as you want it to appear in the game. Change the last line so that the text following “DATA\” is the name that you will be giving to your wad. I suggest using the same one word name as that which you gave to the folder in the “trle\maps” folder. In our example the line would read...

"Level= DATA\ESCAPE,###”

where “###” is the same number as was there
originally. Now save this file back onto itself.
We need to edit another file.

Use Notepad to open the “English.txt” file that’s in the “trle\Script” folder. (The same folder that the Script.txt file is in.) Scroll down and look at the section that begins with the line “[Strings].” You must NOT change the number of lines in this file. That is, to add a line to this file, you MUST overwrite an existing line of text. You’ll notice that in the section following the “[Strings]” line, are the titles of a lot of levels that are not used. Carefully overwrite one of these lines with the title of your level EXACTLY AS YOU SPELLED IT IN THE “Name=” line of the “Script.txt” file. Now save this file back onto itself.

Now lets take care of the actual wad files. Using the Windows Explorer, navigate to the “trle\graphics\wads” folder. Using the left mouse button, click and drag to select all of the files with the same name as the wad that you want to use in your level. (They’ll have different extensions.)
Right-click the selected files and drag them just a little ways in the same window and then release the mouse button. In the pop-up menu, select “Copy Here.” This will place a new copy of each wad file in this folder with a name that begins “Copy of...” Rename each of these files to the same name that you used as a wad name in the “Script.txt” file (The word used after “DATA\”), followed by the same extension as they now have. In other words, change only the name and not the extension. In our example the names would look like “escape.CD, escape.WAS, escape.WAD, escape.lar, etc..

We’re now going to correct some things in a batch file. Again using Windows Explorer, navigate to the “trle\Script” folder. You’ll notice a file named “Script.bat.” Right-click this file and select “Edit” from the pop-up menu. You need to change two lines by removing the “\” characters. When done, the text should read...

script script.txt
copy script.dat ..
copy english.dat ..
del script.dat
del english.dat
del strings.h

When you have it like this, save it back onto itself.
Also, if you’d like to do away with some annoying errors that will display on your screen, again edit the “Script.txt” file that’s in the “trle\Script” folder. You’ll find a section that looks something like this...

[Language]
File= 0,ENGLISH.TXT
File= 1,FRENCH.TXT
File= 2,GERMAN.TXT
File= 3,ITALIAN.TXT
File= 4,SPANISH.TXT
File= 5,US.TXT
File= 6,JAPAN.TXT
File= 7,DUTCH.TXT

Change the word FRENCH, GERMAN, ITALIAN, etc. so that each line has ENGLISH instead of the other languages. When you have it that way, save it back onto itself.

Now we need to make some new “DAT” files. Using Windows Explorer navigate to the “trle\Script” folder. Double-click on the “Script.bat” file. When it finishes running, close its window.

You’re now ready to create your new level! Boot the Level Editor. Press -.
First load in the “Objects” by clicking... Objects... Load Objects. Navigate to the “trle\graphics\wads” folder and load in the “WAS” file that you renamed. Next you need to load in your textures. Click... Textures... Load TGA. Navigate to the “trle\maps” folder and click on the folder that you created to hold your texture file. Double-click on the “TGA” file.
Now that you have these loaded, let’s begin by saving what we have as a project. Click... Project... Save. Navigate to the “trle\maps” folder and then double-click the same folder that we just did when we loaded the texture. Type in a name for your project. Again it’s wise to use the same name as you’ve been using so that things are consistent. Your project file will have a “PRJ” extension.

Now go ahead and create your level.

If you want to stop and test your level, first save it as you just did. Then, click... Project... Output Wad. Navigate to the “trle\graphics\wads” folder and select the “TOM” file that has the name you renamed your wad to. When it finishes creating your wad, exit the program. Boot the Level Converter program. Click on the “Add” button and select the same “TOM” file. Click the “Build All” button. When the program finishes, you will have created a new “TR4" file with the same name you gave all of your wad files. To play your level, boot the Level Editor game and select your new level from the menu.
--------------------------------------------------------------------------

NOTE:
The above scripting descriptions only work this way when using just the original TRLE on 32bit systems.
You need to use NG-Center when you use TRNG.
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Last edited by Titak; 03-03-14 at 16:52.
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Old 27-06-06, 17:33   #35
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34 - How to use the global lense flare

Fluen has made a wonderfull tutorial on how to set up the coordinates for the global lenseflare.

Lenseflare Tutorial 1 - How to set up a global lensflare
This part learns you how to set it up in the script and it also tells you about the do's and dont's and what effect the horizon and clouds can have on the lenseflare.

Lensflare Tutorial 2 - How to understand and calculate global coordinates

This one tells you what the script numbers (coordinates) mean and how you can calculate the coordinates to place it exactly where you want it!
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Last edited by Titak; 24-11-06 at 15:01.
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Old 24-09-06, 20:00   #36
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35 - Creating Cutscenes

Tutorial has been moved to the Tomb Raider Leveleditor Tutorials subforum.
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Old 04-11-06, 12:31   #37
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36 - Crafting Lara's World

The Crafting Lara's World has been 'unstickied'.
But the info within is not lost. You can still contact the people on the list if you want them to make some custom things for your level.

The Crafting Lara's World list is a list in which custom levelbuilders can search for people who can help him/her in any way. Whether it would be for creating objects, levelbuilding, animation or voice-acting, it doesn't matter, as long as it is about Crafting Lara's World.

Do you have any skills you would like to share with others??!
Please PM Titak or Uvavoo if you would like to be added to the list. Let me know what things you would like to do, like making outfits for Lara, or doing Lara's voice for cutscenes, music, or...
If you have made some stuff already I would vey much like to receive a screenshot or soundsample of it so it can be added to your name. People will then be able to see your style.

Members on the list:
- can be contacted through PM.
- are not obliged to do whatever you ask of them. (the member can be too busy atm, or can have personal things that need to be taken care of first, etc. Please respect this when you contact a member.)

1 - Voice acting
2 - Levelbuilders
3 - Outfits for Lara
4 - Objects
5 - Animations
6 - Audio

HERE is the link to the original thread.
It will be updated once in a while when people 'apply' for a job.
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Old 04-11-06, 12:40   #38
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37 - Level Editor Forum - Netiquette

I am posting this in order for posters to get a better, quicker response and to remind people that this is a friendly forum.

Please remember that this an international forum and many users do not speak English natively. So it is incumbent on the poster to write as clearly as possible.

1. Always say 'please' and 'thank you' when asking for something.
2. Avoid the I want it and I want it now post. You will probably not get answered.
3. Try to find the answers in previous posts or look in the very useful Frequently Asked Questions (sticky) thread first.
4. Avoid asking very basic and/or very general questions like 'I have installed the Level Editor, how do I build levels'. Or 'How do I connect two rooms". This type of question shows an unwillingness on the part of the user to put any effort into their work.
5. If a user posts examples of his/her work, remember that people are of mixed ability or are new to the Level Editor. Make constructive comments like 'More time needs to be spent on lighting as the rooms look a little bland" not 'This looks rubbish'.
6. If you don't know the answer, don't post a guess, or if you do make sure that it is made clear that you are guessing.
7. This is a Level Editor forum and not a General Chat forum, so posts should be specific to the Level Editor and work created with it. No spamming please.
8. Above all keep all posts friendly, this has always been a friendly forum and I wish it to remain so.
9. UNDER NO CIRCUMSTANCES WILL PERSONAL ATTACKS BE TOLERATED. FORUM RULES MUST BE ADHERED TO.

Happy building and raiding.
Uvavoo

HERE you can find the original thread.
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Old 04-11-06, 13:13   #39
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38 - TREP Flipmap Editor and Timer Editor User Codes

Quote:
Originally Posted by Uvavoo
Two of the most powerful features of the TREP patcher are the Flipmap Editor and the Timer editor. These two editors give ENORMOUS power to include completely new gameplay to your tomb raider levels without resorting to tricks like the infamous 'rolling ball trick'.
I thought I would start a thread so users can post their custom flipeffects.
I will start the ball rolling with a very simple but effective bit of code. This enables things like a gas filled room etc.

DEC_HP 3
STOP
The thread mentioned above was once a sticky thread.
We decided to 'unsticky' it and add the information to this Patches for LE thread, to keep all the info in one place.
The info within is very usefull if you are looking for custom flipeffects and so on.

HERE you can find the original thread.
Feel free to post as many custom flipeffects you are using in it so others can get ideas for their own levels.
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Old 15-09-07, 17:57   #40
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Default 39 - Speedfix for dual-core systems

Originally posted by Piega:

Quote:
Hello there,

I submit this post for future reference for me and others that have bought a new computer with a dual core processor. When playing the old tomb raider games it can happen that the game suddenly plays faster. It looks like Lara is sprinting for the olympics and the game is totally out of its pace.

The problem is dual core and while you can set one core in the task manager there is a little but handy program that does this before you start the game. Normally you must do alt+enter. Open task manager, look for tombx.exe and set affinity.

http://www.tomshardware.com/de/koste...ichte-838.html

The program on this page solves this by adding the exe to the program and tomb raider will start on one core. So this is also handy for builders. Titak maybe this can be added to the list of questions? I dont know how many players have dual core and none have reported that they have this issue but I have it and it is a solution for future PC's
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