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DOCUMENTATION for EGYPTIAN DREAM - Tutorial

DOCUMENTATION for EGYPTIAN DREAM - Tutorial

By Pascal Ducey



Download the project source:

Download


1. Introduction

 

This tutorial has been written in conjunction with the corresponding project MagpTut1. Here are the files included in the project :

- maps\MagpTut1\MagpTut1.PRJ : source of the projet.

- maps\MagpTut1\MagpTut1.TGA : textures

- maps\MagpTut1\MagpTut1.TBM : texture sounds

- maps\MagpTut1\MagpTut1.TFX : texture sounds

- maps\MagpTut1\Script\SCRIPT.TXT : source script file

- maps\MagpTut1\Script\ENGLISH.TXT : source script file in english

- maps\MagpTut1\Script\FRENCH.TXT : source script file in french

 

Here is what I explain in this documentation. Click on a link to go to the subject.

- Distance fog effect FOG

- Mist effect MIST

- Mirror effect MIRROR

- Puzzles with PUSHABLE_OBJECTS

- Multiple switches/doors arrangements SWITCH - DOOR

- Using TWOBLOCK_PLATFORM

- Using SCALES

- Using SEQUENCE_SWITCH

- Using ELEMENT_PUZZLE (water/oil/sand)

- TRAVELLING CAMERA : The camera follows Lara during her moves

- How to build your own SCRIPTS

 

To have a better idea of what is explained here, open the project with the room editor.

 

2. Syntax used in this tutorial

 

When you see a green color word in this document, refer to its explanation here to know what it means.

- STT Window : "Set Trigger Type" window in the room editor.

- TT : Trigger Type, like TRIGGER, PAD, HEAVY, etc.

- Trigger : square used to trigger an action.

- STT Flags : buttons 1 to 5 from STT Window.

- OCB Window : "Object Code Bit" window in the room editor.

- OCB Flags : buttons 1 to 5 from OCB Window.

- OCB Value : value indicated in the OCB Window.

- TCombi : means the whole flags set to create the combination 1-2-3-4-5 in order to trigger an action. It can be a mix of the flags from both STT Window and OCB Window.

- RGB : Red Green Blue components of a color.

- "Room##" : indicates the project rooms to select in the room editor.

 

STT Window                    OCB Window

    

 

The notation used for the STT Flags will be 1-2-3-4-5 here

The notation used for the OCB Flags will be1-x-x-x-5 here. "x" means the button is unpressed.

For more details about the STT Window and the OCB Window, refer to the manual supplied with the Level Editor.

 

 

3. Introduction to all the subjects

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DISTANCE FOG EFFECT

Without                                                                                                   With

 

You can easily see the difference on the pictures. With the use of the distance fog, you can realise large rooms over the limit of 20 squares, and then avoid the "end of world" bug. Indeed, this effect creates a progressive blur effect on the distance textures. Note the difference between textures between the two obelisks. You can see that the textures are "broken" in the 1st picture. Note the same effect on the textures of the sand hills.

How to set up the distance fog effect :

 

- Turn OFF the [volumetric effects] in the game setup (run "setup.exe" in your TRLE folder).

 

- Add the following line "Fog=" in your "script.txt" file.

[Level]
Name=       Egyptian dream - tutorial
Legend=     Turn OFF the Volumetric FX...
Horizon=   ENABLED
Fog=       152,192,216
Puzzle=     4,Jewel of Apophis, $0000,$0400,$0000,$0000,$0000,$0002
Puzzle=     7,Guardian Key, $0009,$0300,$0000,$0000,$0000,$0002
Puzzle=     12,Golden Beetle, $0008,$03b0,$0000,$e000,$0000,$000a
Pickup=     1,Bag of Sand, $0000,$0400,$0000,$2000,$1000,$8002
Pickup=     2,Jerrycan, $0015,$0500,$4000,$f000,$0000,$4002
Examine=    2,The Sphinx's map, $0000,$0500,$0000,$0000,$0000,$0002
Mirror=     52,$BC00
LoadCamera= 72000,-280,44029,73827,-811,46221,13
Level=      DATA\MAGPTUT1,107

Don't forget to include the line "Horizon=" in order to activate the display of the correcponding object of your wad.

The 3 values following the line "Fog=" indicate the RGB value of the fog. This color must match the HORIZON color used in your wad. In this project, the horizon is a clear bleu sky with  RGB=152,192,216

 

Restrictions :

 

- As the volumetric effects are off, you can't use the FOG_BULB effects. So, no FLIPEFFECT 28 too.

 

- The HORIZON object included in your wad must use a constant color. So, no mountains, buildings or something like that. If you look at this project, you'll see I've added a planet, but it's above the horizon line, so the blur effect doesn't affect the display.

 

N.B. :

 

If you use a black horizon (RGB=0,0,0), you don't need to create the distance fog effect, as it's automatically rendered in the game.


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MIST EFFECT

 

Look at the rooms  "Room16" (mist room), "Room12" and "Room13" (rooms above).

 

To activate this effect, press the [M] button in the window [Room edit buttons]. Then, you just have to adjust the intensity with a value from 1 to 4.

 

                                                                           ground mist

   

 

You build these different rooms the same way as you build water rooms. Indeed, and the result in light is the same. To make this effect more realistic, use a particular texture you apply to the connection between the room above and the mist room. Don't forget to press [Toggle Opacity 2] and [transparent]. No need for an animated texture.

 

 


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MIRROR EFFECT

 

Look at the rooms "Room52" (where Lara walks), and "Room54" (room imitating the mirror). For more details, refer to the TRLE manual, page 74.

 

 

How to set up the mirror effect :

 

-  Create 2 rooms, one where Lara will be, and one imitating the mirror. The mirror room must be at the left of Lara's room, and connected with only one door. To create the mirror room, copy Lara's room and apply to this copy the "mirror" effect from the menu "Room".

 

- Apply to the connection door a transparant texture representing the mirror itself. Don't forget to press [Toggle Opacity] and [Transparent].

 

- "Ghost" objects that can be seen in the mirror during the game, must be put in the mirror room, the left one (see the different flames). If Lara can pick up some objects, they must be put in Lara's room too (see "shotgun ammos"). Thus, enter the value 256 in the OCB Window for each item in Lara's room.

 

- Write  the up left square coordinates of Lara's room, as shown in the following picture :

 

 

    

 

 

- Calculate the hex value corresponding to (X+1)*1024. To do this, open the Windows Calculator. Here, (46+1)*1024 = 48128 and 48128 gives BC00.

 

- Add the following line "Mirror=" in your "script.txt" file.

[Level]
Name=       Egyptian dream - tutorial
Legend=     Turn OFF the Volumetric FX...
Horizon=    ENABLED
Fog=        152,192,216
Puzzle=     4,Jewel of Apophis, $0000,$0400,$0000,$0000,$0000,$0002
Puzzle=     7,Guardian Key, $0009,$0300,$0000,$0000,$0000,$0002
Puzzle=     12,Golden Beetle, $0008,$03b0,$0000,$e000,$0000,$000a
Pickup=     1,Bag of Sand, $0000,$0400,$0000,$2000,$1000,$8002
Pickup=     2,Jerrycan, $0015,$0500,$4000,$f000,$0000,$4002
Examine=    2,The Sphinx's map, $0000,$0500,$0000,$0000,$0000,$0002
Mirror=    52,$BC00
LoadCamera= 72000,-280,44029,73827,-811,46221,13
Level=      DATA\MAGPTUT1,107

Value 52 corresponds to Lara's room.

 

 

N.B. : Don't forget that only Lara is really shown in the mirror during the game. Also remember that if you move the rooms in the [Editor Window Panel] of the room editor, you'll have to calculate the hex value again and change the script.

 


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PUZZLES WITH PUSHABLE OBJECTS

 

There are 2 kinds of puzzles :

- those where each pushable object can be placed wherever on the squares triggering an action.

- those where each pushable object must be placed on its corresponding square.

 

Therefore, we have several possibilities for each of these 2 kind of puzzles.

 

>> FIRST CASE : 1 or several PUSHABLE_OBJECTs for a global action, with no reserved square

 

Look at the rooms "Room6" and  "Room7". In the room #6, you can see  2 PUSHABLE_OBJECTS for 2 separate global actions :

- the opening of the 2 central doors

- the raising of 2 blocks in the room #7 (RAISING_BLOCK1)

Generally, for each separate action, each PUSHABLE_OBJECT can be placed on any tile, and when all the objects are placed, the action is triggered. The following array shows how to codify the different triggers (exemple with 2 PUSHABLE_OBJECTS and 2 triggered objects) :

 

 

TT

STT Flags

OCB Flags of the PUSHABLE_OBJECT

OCB Flags of

the triggered object

1st Trigger

HEAVY for object #1

1-x-x-x-x

 

 

 

TRIGGER for object #2

1-2-3-4-5

 

 

2nd Trigger

HEAVY for object #1

x-2-3-4-5

 

 

 

TRIGGER for object #2

1-2-3-4-5

 

 

 

Note the combination 1-2-3-4-5 for each simple TRIGGER. As the previous TT on the same square is an HEAVY trigger, the other TT are automatically the same.

 

 

>> SECOND CASE: several PUSHABLE_OBJECTs for one global action, with reserved square

 

Look at the rooms "Room0" and "Room3". In the room #0, there are 4 PUSHABLE_OBJECTS for 1 global action, which is the opening of the central TRAPDOOR1 and the activation of the water fan (ANIMATING1 in room #3) at the same time. All the 4 PUSHABLE_OBJECTS must be placed on their corresponding squares to trigger this action. Each trigger must be codified in conjunction with the corresponding PUSHABLE_OBJECT. If another PUSHABLE_OBJECT is placed on this trigger, nothing happens. Therefore, it's not a HEAVY, but a HEAVYSWITCH. See the following arrays to know how to set up the different triggers (example with 4 PUSHABLE_OBJECTS and 2 triggered objects).

 

Example #1 :

 

 

TT

STT Flags

OCB flags of the PUSHABLE_OBJECT

OCB Flags

of the triggerd object

1st Trigger

HEAVYSWITCH for object #1

1-x-x-x-x

1-x-x-x-x

x-x-x-x-5

 

TRIGGER for object #2

1-2-3-4-5

 

x-x-x-x-5

2nd Trigger

HEAVYSWITCH for object #1

x-2-x-x-x

x-2-x-x-x

 

 

TRIGGER for object #2

1-2-3-4-5

 

 

3rd Trigger

HEAVYSWITCH for object #1

x-x-3-x-x

x-x-3-x-x

 

 

TRIGGER for object #2

1-2-3-4-5

 

 

4th Trigger

HEAVYSWITCH for object #1

x-x-x-4-x

x-x-x-4-x

 

 

TRIGGER for object #2

1-2-3-4-5

 

 

 

The empty cells mean there's nothing special to do.

Note that there are only 4 triggers, and to complete the TCombi, the 5th flag is activated on the triggered objects.

Look also at the rooms "Room58", "Room59" and "Room60" for an example with only 2 PUSHABLE_OBJECTs. In this case, this is the 3rd, 4th and 5th flags that are activated on the triggered object. Of course, you can do the same in a different way :

 

Example #2 :

 

 

TT

STT Flags

OCB Flags of the PUSHABLE_OBJECT

OCB Flags

of the triggered object

1st Trigger

HEAVYSWITCH for object #1

1-x-x-x-x

1-x-x-x-x

 

 

TRIGGER for object #2

1-2-3-4-5

"

 

2nd Trigger

HEAVYSWITCH for object #1

x-2-x-x-x

x-2-x-x-x

 

 

TRIGGER for object #2

1-2-3-4-5

"

 

3rd Trigger

HEAVYSWITCH for object #1

x-x-3-x-x

x-x-3-x-x

 

 

TRIGGER for object #2

1-2-3-4-5

"

 

4th Trigger

HEAVYSWITCH for object #1

x-x-x-4-5

x-x-x-4-5

 

 

TRIGGER for object #2

1-2-3-4-5

"

 

 

Note the difference. Here, the 4th trigger and the 4th PUSHABLE_OBJECT have the flags 4 and 5 activated, in order to complete the TCombi. Therefore, no flag activated on the triggered objects.

 

 

>> THIRD CASE : several PUSHABLE_OBJECTs for a global action and several secondary actions, with reserved squares

 

Look at the room "Room31". There are 4 PUSHABLE_OBJECTS for 1 global action, and several secondary actions linked to each well placed object. The global action is seen at the centre of the room. It's the explosion fo the blue pyramid (MINE), the activation of the blue blinking light (AMBER_LIGHT), the activation of the vertical electric arc (LIGHTNING_CONDUCTOR) and the lowering of the invisible block (RAISING_BLOCK2). The secondary actions are the activation of 4 blue electric arcs (FLAME_EMITTER3) placed on the same square as the triggers. These actions are important, because they indicate to the player thata PUSHABLE_OBJECT is placed on the correct square.

 

As for the 2nd case, the global action is only triggered when all the 4 PUSHABLE_OBJECTs are placed. But, the 4 secondary actions will play each time a PUSHABLE_OBJECT is placed. Generally, the 2 previous examples are correct, speaking of the Tcombi. But, in this project, there's a restriction : the RAISING_BLOCK2. Indeed, this block is already activated before the puzzle, so it's the only object which acts in the opposite way of the others. So, and as it's impossible to use ANTITRIGGER in this kind of puzzle, you must press all the OCB Flags (1-2-3-4-5) of the block. Therefore, it's impossible to set the triggers the same way as in the 1st example of the 2nd case.

 

So, to set up the different triggers, so that the Tcombi is complete, follow these  instructions : example with 4 PUSHABLE_OBJECTs, 3 objects for the main action (G_object #n), and 2 objects for the secondary actions (S_object #n).

 

 

TT

STT Flags

OCB Flags of the PUSHABLE_OBJECT

OCB Flags

of the triggered object

1st Trigger

HEAVYSWITCH for G_object #1

1-x-x-x-x

1-x-x-x-x

 

 

TRIGGER for G_object #2

1-2-3-4-5

 

 
  TRIGGER for G_object #3 1-2-3-4-5    
  TRIGGER for S_object #1 1-2-3-4-5   x-2-3-4-5
  TRIGGER for S_object #2 1-2-3-4-5   x-2-3-4-5

2nd Trigger

HEAVYSWITCH for G_object #1

x-2-x-x-x

x-2-x-x-x

 

 

TRIGGER for G_object #2

1-2-3-4-5

 

 

  TRIGGER for G_object #3 1-2-3-4-5    
  TRIGGER for S_object #1 1-2-3-4-5   1-x-3-4-5
  TRIGGER for S_object #2 1-2-3-4-5   1-x-3-4-5

3rd Trigger

HEAVYSWITCH for G_object #1

x-x-3-x-x

x-x-3-x-x

 

 

TRIGGER for G_object #2

1-2-3-4-5

 

 

  TRIGGER for G_object #3 1-2-3-4-5    
  TRIGGER for S_object #1 1-2-3-4-5   1-2-x-4-5
  TRIGGER for S_object #2 1-2-3-4-5   1-2-x-4-5

4th Trigger

HEAVYSWITCH for G_object #1

x-x-x-4-5

x-x-x-4-5

 

 

TRIGGER for G_object #2

1-2-3-4-5

 

 

  TRIGGER for G_object #3 1-2-3-4-5    
  TRIGGER for S_object #1 1-2-3-4-5   1-2-3-x-x
  TRIGGER for S_object #2 1-2-3-4-5   1-2-3-x-x

 

Note the OCB Flags of the secondary objects. They simply complete the Tcombi of the main action, so that these objects are triggered each time a pushable object is placed.

 

 

>> FOURTH CASE : several PUSHABLE_OBJECTs combined with the object PLANET_EFFECT

 

This is similar as the 3rd case, but the PLANET_EFFECT is used for the secondary actions. Thus, an OCB Value is indicated for each PUSHABLE_OBJECT and PLANET_EFFECT. The purpose of this is to "freeze" each PUSHABLE_OBJECT when placed. Then it's impossible to move it again. Look at the project "Library" supplied with the level editor, room "Room23".


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MULTIPLE SWITCHES - DOORS ARRANGEMENTS

 

The following examples figure only doors and flames, but of course, you can use all the possible triggered objects, like Blocks, Animatings, Ennemies, etc...

 

 

>> FIRST CASE : 2 switches for one door

 

This is the simplest example. Look at the room "Room9". Generally, set up the différent triggers as follows :

 

Triggers on the same square of each switch

TT

STT Flags

1st Trigger

SWITCH for Switch #1

1-x-x-x-x

 

TRIGGER for Door #1

1-2-3-4-5

2nd Trigger SWITCH for Switch #2 x-2-3-4-5
  TRIGGER for Door #1 1-2-3-4-5

 

 

 

>> SECOND CASE : several switches for several doors with arrangements

 

The arrangements are important, because it means that the use of the correct switches triggers the opening of one door among the others. To open the other doors, always one by one, another group of switches must be used. So, in this project, as there are 4 doors, there are 4 possible arrangements, with a combination of 3 switches among 4 :

 

- Switches 1/2/3 for door 1

- Switches 1/3/4 for door 2

- Switches 1/2/4 for door 3

- Switches 2/3/4 for door 4

 

All the arrangements are used. Remember that the combinations 1/3/2, 2/1/3, 2/3/1, 3/1/2 and 3/2/1 are exactly the same as 1/2/3. The final result is that those 3 switches are used. The puzzle is of course not limited to 4 doors, but it's limited to 5 switches because of the Tcombi.

 

Supposition : if there are 5 doors, there are 5 arrangements. Therefore, there are also 5 switches combined 4 by 4. The arrangemets are :

 

- Switches 1/2/3/4 for door 1

- Switches 1/2/3/5 for door 2

- Switches 1/2/4/5 for door 3

- Switches 1/3/4/5 for door 4

- Switches 2/3/4/5 for door 5

 

One more time, all the arrangements are covered. But, let's consider this project. Look at the room "Room49". There are 4 switches, 4 doors and 4 flames. Each flame above each door turns on when the door opens, and turns off when the door closes. By the way, when an arrangement of switches is used, the corresponding door and flame are activated, and the others automatically untriggered. Set up the different triggers as follows :

 

Triggers on the same square as each switch

TT

STT Flags

OCB Flags of

triggered objects

1st Trigger

SWITCH for Switch #1

1-x-x-x-x

 

 

TRIGGER for Door #1 et Flame #1

1-2-3-4-5

x-x-x-4-5
  TRIGGER for Door #2 et Flame #2 1-2-3-4-5  
  TRIGGER for Door #3 et Flame #3 1-2-3-4-5  
  TRIGGER for Door #4 et Flame #4 1-2-3-4-5  

2nd Trigger

SWITCH for Switch #2

x-2-x-x-x

 

 

TRIGGER for Door #1 et Flame #1

1-2-3-4-5

 

  TRIGGER for Door #2 et Flame #2 1-2-3-4-5 x-2-x-x-5
  TRIGGER for Door #3 et Flame #3 1-2-3-4-5  
  TRIGGER for Door #4 et Flame #4 1-2-3-4-5  

3rd Trigger

SWITCH for Switch #3

x-x-3-x-x

 

 

TRIGGER for Door #1 et Flame #1

1-2-3-4-5

 

  TRIGGER for Door #2 et Flame #2 1-2-3-4-5  
  TRIGGER for Door #3 et Flame #3 1-2-3-4-5 x-x-3-x-5
  TRIGGER for Door #4 et Flame #4 1-2-3-4-5  

4th Trigger

SWITCH for Switch #4

x-x-x-4-x

 

 

TRIGGER for Door #1 et Flame #1

1-2-3-4-5

 

  TRIGGER for Door #2 et Flame #2 1-2-3-4-5  
  TRIGGER for Door #3 et Flame #3 1-2-3-4-5  
  TRIGGER for Door #4 et Flame #4 1-2-3-4-5 1-x-x-x-5

 

Note that only the 4th flag STT is activated for the 4th trigger. The rest of the TCombi is determined by the OCB flags of the different objects.

So, to determine which switch combination triggers the different objects, write their activated flags OCB and determine the rest of the TCombi :

- For Door #1 and Flame #1, it's the switch arrangement 1/2/3

- For Door #2 and Flame #2, it's the switch arrangement 1/3/4

- For Door #3 and Flame #3, it's the switch arrangement 1/2/4

- For Door #4 and Flame #4, it's the switch arrangement 2/3/4

Remember that this kind of puzzle requires a huge amount of triggers. Only for this example, there are 36 triggers, as each object must be trggered on each trigger square.


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USING TWOBLOCK_PLATFORMS

 

There are 2 ways of using these platforms :

 

>> FIRST CASE : platforms used as lifts

 

Look at the rooms "Room33", "Room37", "Room45" and "Room46".

In these different examples, each platform takes Lara up to a different floor. It means each platform lifts to a different height. To do this, enter a different OCB Value for each TWOBLOCK_PLATFORM :

OCB Value = H*16 + V

 

H means the height in clicks.

V means the speed (from 1 to 15).

So, if you look at each different room, you can see these OCB Values :

- Room33 : OCB=207, which is equivalent to a height of 12 and a speed of 15 ==> 12*16+15=207

- Room37 : OCB=399, which is equivalent to a height of 24 and a speed of 15 ==> 24*16+15=399

- Room45 : OCB=591, which is equivalent to a height of 36 and a speed of 15 ==> 36*16+15=591

Then, to activate the platform, the whole surface must be covered by one or several triggers. These triggers must be placed on the ground of the lowest connected room under the platform. In the rooms #33 and #37, the triggers are in the same room as the platform. But, in the rooms #45 and #46, the platform is in the room above (45) and the triggers in the room below (46).

 

To make a TWOBLOCK_PLATFORM moves up, a there must be a TRIGGER or a HEAVY, but this trigger can cover a part of the platform surface. Then, a DUMMY trigger must complete the rest of the surface. This TT prevents Lara from falling through the platform.

 

For example, in the different rooms, each platform is triggered when Lara press a wall button. So, under this button, there are 2 TT : a SWITCH for the button and a TRIGGER for the platform. But, as the platform covers a surface of 2x2 squares, a DUMMY is placed on the 3 remaining squares. Here are 2 examples of how to trigger a platform : C1, C2, C3 and C4 represent the 4 squares covered by the surface of the TWOBLOCK_PLATFORM.

 

C1                                                    C2

DUMMY

for Twoblock_Platform

DUMMY

for Twoblock_Platform

TRIGGER

for Twoblock_Platform

C3                                                    C4

 

C1                                                    C2

                              |                               

|

|

|

_ _ _ _ _ _ _ TRIGGER _ _ _ _ _ _ _

for Twoblock_Platform

|

|

|

|

C3                                                    C4

 

 

>> SECOND CASE : floating platforms

 

Look at the rooms "Room58" and "Room59". In this case the platform never takes Lara up, but simply moves down a little bit  when Lara walks on it. The purpose of this puzzle is to freeze the platform in order to :

- use it as a bridge for example. Some pushable objects can then be moved on it.

- allow Lara to reach a passage that was too high before.

The OCB value of the patform is set to 0. But, as it is floating at the begining of the puzzle, it must be 1st activated. Simply press all the OCB Flags (1-2-3-4-5) of the platform. Then, place an ANTITRIGGER or an HEAVYANTITRIGGER in order to freeze it. As for the 1st case, you must cover by triggers all the surface of the platform.


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USING SCALES

 

Scales can be used alone or combined with AHMET. Generally, scales work as follows :

- A particular amount of water is poured in the left pot of the scale.

- If the amount of water is incorrect, a trap is triggered and kill Lara, or AHMET is released.

- If the amount of water is correct, another action is triggered, moke the opening of an exiting door.

 

Never forget to build near the puzzle a small water room where Lara can fill up the waterskins.

 

Objects to add to your wad :

- WATERSKIN1_EMPTY, WATERSKIN1_1, WATERSKIN1_2, WATERSKIN1_3 : small waterskin

- WATERSKIN2_EMPTY, WATERSKIN2_1, WATERSKIN2_2, WATERSKIN2_3, WATERSKIN2_4, WATERSKIN2_5 : large waterskin

- LARA_WATER_MESH : animation of Lara for the use of waterskins

- SCALE

- AHMET : ennemy (optional)

 

>> FIRST CASE : using the SCALE alone

 

Look at the room "Room21". In this example, if Lara pours the right amount of water in the scale, the door at the opposite wall opens. If she's wrong, spikes are activated. Set up the scales as follows :

 

- Always place the scale between walls, as shown on the following picture. By this way, there's only one way to reach the scale and also leave it, forcing Lara to walk on the trigger for the fatal trap.

- Enter the amount of water in the OCB Value of the  SCALE (from 1 to 5). This is the number of liters Lara will have to pour in the scale to trigger the exiting door.

- Place an HEAVY trigger for the exiting door under the scale, on the central square.

- On this same central square, place a "grey box" to prevent AHMET from walking on it and activating the trigger for the exit.

- Place a KEY trigger for the SCALE on the 3 squares in front of the SCALE.

- On these same 3 squares, place as many TRIGGERs for the fatal objects as needed.

 

 

in red : location of the puzzle

en bleu : location of the SCALE.

 

In the game, you can notice that even if Lara pours a wrong amount of water in the scale, the exiting door opens. It means the HEAVY trigger is always activated. However, in this case only, the fatal traps will prevent Lara from leaving the room.

 

 

>> SECOND CASE : using the SCALE with AHMET

 

Look at the rooms "Room40", "Room42" and "Room43". This is almost the same as the example shown in the 1st case. The difference is that the puzzle can be re-initialzed each time a wrong amount of water is poured in the scale. In this case, Lara won't die and will be able to try again, but she will have to fight AHMET before. Here's how it works in the game :

- AHMET is kept in its cage.

- Lara pours a wrong amount of water in the scale.

- The cage opens, releasing AHMET.

- Lara must kill AHMET.

- AHMET disappear, goes back in its cage (closed) and the scale is initialzed.

N.B. : never allow Lara to kill AHMET before the use of the SCALE, or the puzzle won't work. Of course, if Lara pours the right amount of water, none of these events will occur, and the scale will never initialize again. It's normal, as the puzzle has been solved. Follow these instructions to set up the SCALE puzzle :

- Place AHMET in a room connected to the puzzle room, and place a door inside this room, not on the connection between rooms, and with the collision inside the cage. By this way, AHMET will stay behind the door, and Lara won't be able to shoot at him through the grid.

- Trigger AHMET in a room before with a simple TRIGGER. The ennemy will be visible as soon as Lara enters the puzzle room.

- Enter in the OCB value of the SCALE the number of liters to be poured to activate the exiting door.

- Place an HEAVY trigger for the exiting door under the scale, on the central square.

- On this same central square, place a "grey box" to prevent AHMET from walking on it and activating the trigger for the exit.

- Place a KEY trigger for the SCALE on the 3 squares in front of the SCALE.

- In front of the cage, in the puzzle room, place an HEAVIANTITRIGGER for the door of this cage and also a simple TRIGGER for the exiting door. This trigger has 2 purposes : it's AHMET who will automatically close the doors behind him, once he's released, preventing Lara from running into the cage and be stuck, or exiting the puzzle room. When AHMET is killed, he automatically returns in his cage, and the door is already closed.

There's no need for a fatal trap in this case, as the scale can be initialized as many times as Lara fails in pouring water.


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USING SEQUENCE_SWITCHES

 

SEQUENCE_SWITCHES are 3 combined switches that work together. As they are hard coded in the game, they can't be used alone. The sequence used to press on those big buttons is very important. There are 6 arrangements : 1/2/3, 1/3/2, 2/1/3, 2/3/1, 3/1/2, 3/2/1. Each sequence  triggers the opening of a special door. Therefore, there must be 6 doors in the level attached to these switches.

 

 

Objects to add to your wad :

- SEQUENCE_SWITCH1 : 1st switch

- SEQUENCE_SWITCH2 : 2nd switch

- SEQUENCE_SWITCH3 : 3rd switch

- SEQUENCE_DOOR1 : special door attached to the switches. The other door slot don't work with sequence switches.

- ANIMATING8 : frame of a switch (must be in animating slot)

How to set up the sequence switches :

 

Look at the room "Room26".

Place on 3 squares side by side, the 3 SEQUENCE_SWITCHES, 3 ANIMATING8 and 3 SWITCH triggers :

 

 

Objects

2 clicks high

ANIMATING8

SEQUENCE_SWITCH2

ANIMATING8

SEQUENCE_SWITCH3

ANIMATING8

SEQUENCE_SWITCH1

Triggers

SWITCH for SEQUENCE_SWITCH1

SWITCH for SEQUENCE_SWITCH2

SWITCH for SEQUENCE_SWITCH3

 

Be carefull of the switches order and select the appropriate switch to set up each trigger. Don't forget to put each object 2 clicks high.

 

- Place 6 doors SEQUENCE_DOOR1 wherever you want.

- Change the OCB value of each door by entering a number from 0 to 5.

- Press all the OCB Flags of each door (1-2-3-4-5).

 

The following array shows the relation between a switch sequence and the corresponding door :

 

SEQUENCE_SWITCHes

SEQUENCE_DOOR triggered by the sequence

Valeur OCB

1-2-3

0

1-3-2

1

2-1-3

2

2-3-1

3

3-1-2

4

3-2-1

5

 

For example, when Lara press switches 2, 1 and 3, the door with the OCB Value 2 opens.

 

 

Important restrictions :

 

- The door with the OCB value 0 must be the first one to be triggered. So, you must make your level so the sequence 1/2/3 is the first used.

 

- All the sequence switches re-initialize after a door is closed, so that Lara must go to the newly open passage first. So, inside the passage place an ANTITRIGGER for SEQUENCE_DOOR1. Don't forget to reopen the door elsewhere with a simple TRIGGER, so that if Lara uses the same sequence, the switches will re-initialize immediatly.

 

Example used in this tutorial :

 

Look at the rooms "Room26", "Room35" and "Room36".

In this tutorial, there are only 3 visible doors in the room #26. But, as all the doors must be present in the level, a trick is used to trigger a fatal trap when Lara press a sequence not allowed. See rooms #35 and #36. They are connected together but are invisible for the player. Here, the fatal trap is a ROLLINGBALL, blocked behind the door, which will roll over an HEAVYTRIGGER for a flame, when the door opens. Watch the different OCB Windows of the boulders and the doors.


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USING ELEMENT_PUZZLE

 

Look at the room "Room96".

 

ELEMENT_PUZZLEs are 3 objects similar to scales, which reveive 3 different elements : water, earth and fire. Each ELEMENT_PUZZLE can be used alone or not to trigger an action.

 

Never forget :

- to build not too far a small water room where Lara can fill her waterskins

- to place a FLAME_EMITTER where Lara can burn her torch.

 

 

Objects to add in your wad :

 

The following list is made for the use of the 3 elements. If you don't need to use a particular element, don't add the corresponding objects.

- ELEMENT_PUZZLE : scale object

- WATERSKINs : Only one waterskin is necessary for "water" element (see using scales for more details).

- PICKUP_ITEM1 : bag of sand for "earth" element.

- PICKUP_ITEM2 : jerrycan for "fire" element.

- BURNING_TORCH_ITEM : to burn the oil. For "Fire" element.

- LARA_WATER_MESH : animation of Lara for the use of waterskins.

- LARA_DIRT_MESH : animation of Lara for the use of the bag of sand

- LARA_PETROL_MESH : animation of Lara for the use of the jerrycan

- TORCH_ANIM : animation of Lara for the use of the burning torch item.

 

How to set up :

 

- Place as many ELEMENT_PUZZLEs as necessary, wherever you want, and adjust the OCB value for each of them :

- 0 : the scale receives "water" element.

- 1 : the scale receives "fire" element.

- 2 : the scale receives "earth" element

- Place under each ELEMENT_PUZZLE a HEAVY trigger for an object (like a door). Remember the ELEMENT_PUZZLEs can be combined together for a global action. Simply adjust the STT Flags of each trigger in order to complete the TCombi. This is the example used in this tutorial in the room #96.

 

 

How to play with this puzzle :

 

To deposit each element in the scales, you have to open your inventory and select the element.

 

- For the water element scale : fill a waterskin, place Lara in front of the scale with blue waves, and pour the water.

 

- For the earth element scale : pick up the bag of sand, place Lara in front of the scale with a brown triangle, and use the bag.

 

- For the fire element scale : pick up the jerrycan, place Lara in front of the scale with a sun, and pour the oil. Then, pick up the burning torch and burn the oil. Never save and reload before the use of the torch, or the puzzle won't work.


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TRAVELLING CAMERA

 

The travelling is made with  FLYBY cameras which follow Lara's moves. During all the sequence, the player keeps the control of Lara. Look at the rooms "Room90" and "Room91" for more details.

 

Generally, proceed as follows :

- Use a set of several squares side by side where the flyby sequence is triggered.

 

- Place at least 2 FLYBY cameras this way : the 1st one should be next to the square where the sequence starts, and the last one next to the square where the sequence ends. Try to never place a camera over the trigger. Of course, you can place more than 2 cameras, but remember that the sequence will play when Lara moves.

 

- Adjust camera properties in the OCB Window :

 

 Seq : sequence number

 Num : camera number

 Speed : leave it to 1

 Roll : in degrees

 FOV : focal length

 OCB : press only flag  3 (the camera follows Lara) and flag 11 (the player keeps control of Lara)

 

 

 

- Select the squares set and place a TRIGGER for the first flyby camera. Don't press the "oneshot", and any STT Flags, because the sequence must be activated when Lara walks over the trigger. When Lara leaves the trigger, the sequence stops automatically.

In this tutorial, there are only 2 cameras, which is enough. The trigger is not a TRIGGER but a MONKEY, as it's only when Lara monkey swing  that the sequence is played. If Lara walks on the trigger in the room below, nothing happens.


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HOW TO BUILD YOUR OWN PERSONNAL SCRIPTS

 

To build your own scripts, you'll have to modify 2 files : "SCRIPT.TXT" and "ENGLISH.TXT". You can change many texts that appear in the game, like :

- The name of the level

- The legend shown at the begining of the game

- The name of the items in the inventory

We will see also how to :

- add examine objects

- add sky with moving clouds

- add the lens flare effect

- clear the inventory

Refer to the TRLE manual, page 63 and 64 for more details.

 

 

a. How to see the results of the script generation

 

As the generator is a DOS program, the window closes automatically when the generation is complete, even if there are some errors. To make the window remain on the screen to let you see if everything is correct or not, simply add the following line to the "English Script.bat" file (run "Notepad.exe") :

 

script script.txt
del ..\*.dat
copy script.dat ..\
copy english.dat ..\
del strings.h
pause

 

 

b. How to change the different texts

 

- "Name=" line is the name of your level.

- "Legend=" line is a text that appear in the game at the very begining of the level.

- "Puzzle=", "Pickup=", "Key=" and "Examine=" lines are the names of the different items present in the inventory.

 

Part of the "script.txt" file :

 

...

[Level]
Name=    Egyptian dream - tutorial
Legend=  Turn OFF the Volumetric FX...
Puzzle=  4,Jewel of Apophis, $0000,$0400,$0000,$0000,$0000,$0002
Puzzle=   7,Guardian Key, $0009,$0300,$0000,$0000,$0000,$0002
Puzzle=  12,Golden Beetle, $0008,$03b0,$0000,$e000,$0000,$000a
Pickup=   1,Bag of Sand, $0000,$0400,$0000,$2000,$1000,$8002
Pickup=   2,Jerrycan, $0015,$0500,$4000,$f000,$0000,$4002
Examine= 2,The Sphinx's map, $0000,$0500,$0000,$0000,$0000,$0002
...

 

Note that bold lines represent new descriptions, which don't exist in the original version of TRLE. These new texts must also be present in "english.txt". As you can't add or remove any line in this file, choose texts which will never be used in your level.

 

N.B. : if you want to supply a translated version of your scripts, you'll need to change the corresponding "txt" file ("french.txt" for example). You will also need to add a line (see below) in "script.txt" to tell the generator ("French script.bat") to create the corresponding "dat" file.

 

;--------------------------------------
; Language Filenames
;--------------------------------------

[Language]
File= 0,ENGLISH.TXT
File= 1,FRENCH.TXT

 

 

Here are both "english.txt" and "french.txt" as they have been modified for this tutorial. You can open original files to better understand what has been changed.

 

Part of "english.txt"

Part of "french.txt"

 

;**************************************
;
; Tomb Raider IV English Strings File
; Release Version 1.00
;
;**************************************

;--------------------------------------
; Generic Strings
;--------------------------------------

[Strings]
Cambodia, 1984
Turn OFF the Volumetric FX...

Title Load Screen
Egyptian dream - tutorial
The Tomb Of Seth
Burial Chambers
Valley Of The Kings
KV5
Temple Of Karnak

...

 

 

;**************************************
;
; Tomb Raider IV English Strings File
; Release Version 1.00
;
;**************************************

;--------------------------------------
; Generic Strings
;--------------------------------------

[Strings]
Cambodge, 1984
Mettez les effets volum‚triques sur OFF...

Ecran de chargement
Rˆve ‚gyptien - tutoriel
Le tombeau de Seth
Les chambres s‚pulcrales
La vall‚e des rois
KV5
Le temple de Karnak

...

 

 

...

Armoury Key
The Guards Keys
Scrap Of Paper
Stone of Maat
Stone of Khepri
Stone of Atum
Stone of Re
Jewel of Apophis
Golden Beetle
The Sphinx's map

Black Beetle
Broken Beetle
Broken Glasses
Fire Circle Scroll

...

 

 

...

Clef de l'armurerie
Clefs des gardes
Bout de papier
Pierre de Maƒt
Pierre de Kh‚pri
Pierre d'Atoum
Pierre de Rƒ
Joyau d'Apophis
Scarab‚e d'or
Les conseils du Sphinx


Scarab‚e noir
Scarab‚e bris‚
Lunettes bris‚es
Parchemin du Cercle de Feu

...

 

 

Be carefull to never use any special caracter from other languages. Find the corresponding ones in the file and make a copy-paste.

 

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c. How to add examine objects

 

These are items Lara can pickup in the game, and to which a text is attached, in order to help the player. A map can also be used as an examine object, but with no text. There's a total of 3 examines that can bu used in a level.

 

Add objects EXAMINE1 and/or EXAMINE2 and/or EXAMINE3 to your wad. EXAMINE1 is the only one which can't have any text attached. Then, add the following line in your "script.txt" file :

 

[Level]
Name=       Egyptian dream - tutorial
Legend=     Turn OFF the Volumetric FX...
Horizon=    ENABLED
Fog=        152,192,216
Puzzle=     4,Jewel of Apophis, $0000,$0400,$0000,$0000,$0000,$0002
Puzzle=     7,Guardian Key, $0009,$0300,$0000,$0000,$0000,$0002
Puzzle=     12,Golden Beetle, $0008,$03b0,$0000,$e000,$0000,$000a
Pickup=     1,Bag of Sand, $0000,$0400,$0000,$2000,$1000,$8002
Pickup=     2,Jerrycan, $0015,$0500,$4000,$f000,$0000,$4002
Examine=   2,The Sphinx's map, $0000,$0500,$0000,$0000,$0000,$0002
Mirror=     52,$BC00
LoadCamera= 72000,-280,44029,73827,-811,46221,13
Level=      DATA\MAGPTUT1,107

 

The number 2 means it refers to the object EXAMINE2. So, the attached text must be modified in "english.txt" file and the corresponding trnaslated  script files. Open thoses files and scroll down to this passage :

 

english.txt

 

...

Action
Draw Weapon
Jump
Roll
Walk
Look
Duck
Dash
Inventory

RULES1:On the 3rd floor,\ndon't waste your time.\nTake the following paths\nE - N/E - N/W - W.
RULES2:On the 2nd visit to the N/E path,\nchoose these floating slabs\nS/W - N/W - W - S/W - N/W - N -\n N/E - E - N - N/E - E
PETEPOO:For the serpents to live,\nall must first be stilled.\nprovoke each in turn,\nand the circle will burn\ncomplete.

...

 

french.txt

 

...

Action
D‚gainer
Saut
Roulade
Marcher
Scruter
S'accroupir
Sprinter
Inventaire

REGLES (1Šre partie) : Au troisiŠme ‚tage,\nne gaspillez par votre temps.\nEmpruntez les chemins suivants :\nE - N/E - N/W - W.
REGLES (2nde partie): A la 2Šme visite du chemin au N/E,\nchoisissez les dalles flottantes\nS/W - N/W - W - S/W - N/W - N -\n N/E - E - N - N/E - E
PETEPOO : Pour que les serpents vivent,\ntous doivent\nˆtre calm‚s. D‚fiez-les chacun … son tour\net le cercle se consumera\ntotalement.

...

 

 

Caracters "\n" are separators. They means the following text is placed at the following line in the game screen.

If you need a smaller text, use the object EXAMINE3 and modify the description that follows the line begining with "PETEPOO".

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d. How to add a sky with moving clouds

 

To add a moving sky, you must have :

- in your wad, an open HORIZON object. In this tutorial the horizon is closed, and it's impossible to add such sky with moving clouds. To see an open horizon, open the project "Karnak.prj".

- in your wad, the SKY_GRAPHICS object.

- in the same folder as the wad, a ".raw" file correponding to the image of the sky.

Then, add the following lines to your "script.txt" file :

 

...

[Level]
Name=            My level
Horizon=       ENABLED
Layer1=        128,96,192,7
Layer2=        128,96,192,-10
ColAddHorizon= ENABLED

Lightning=     ENABLED

Puzzle=          1,My item 1, $0001,$0320,$0000,$0000,$0000,$0002
Puzzle=          2,My item 2, $0001,$0320,$0000,$0000,$0000,$0002
...

 

>> "Horizon=" line shows the HORIZON object during the game.

 

>> "Layer1=" shows the sky during the game. The different values are the RGB color of the sky, and the speed of the clouds.

Numbers 128,96,192 change the Red, Green, Blue components of the sky color of the "raw" image. These values are between 0 and 255 and mean :

- from 0 to 127 ==> the color component is darker

- equal to 128 ==> the color component remains the same as in the "raw" image.

- from 129 to 255 ==> the color component is brighter

Number 7 indicates the speed of the clouds in the sky :

-negative value ==> clouds go in one direction. The lower the value is, the quicker the clouds move (-15 is quick, -5 is slow)

- equal to 0 ==> clouds don't move

- positive value ==> clouds go in the opposite direction. The higher the value is, the quicker the clouds move (5 is slow, 15 is quik)

>> "Layer2=" allows to add another set of clouds in the sky with another color. For example, it's possible to have clouds that move in one direction and others in the opposite direction. Optional line.

 

>> "ColAddHorizon=" adds a junction between horizon and sky. The HORIZON object must have semi-transparent texture on its top. Look at the wad "coastal" (coastal ruins) for more details. Optional line.

 

>> "Lightning=" adds some flash of lightning in the sky with thunder sound.Optional line.

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e. How to add the lens flare effect

 

This effect adds a kind of light imitating the sun. Add the following line in your "script.txt" file :

 

...

[Level]
Name=            My level
Horizon=         ENABLED
Layer1=          128,96,192,7
Layer2=          128,96,192,-10
ColAddHorizon=   ENABLED

Lightning=       ENABLED

LensFlare=      250000,-32000,110000,128,96,0

Puzzle=          1,My item 1, $0001,$0320,$0000,$0000,$0000,$0002
Puzzle=          2,My item 2, $0001,$0320,$0000,$0000,$0000,$0002
...

 

>> The 3 first values 250000,-32000,110000 are the coordinates X;Y;Z of the light. Note the negative value of Y. A lower value (-40000 for example) will place the light higher.

>> The 3 other values 128,96,0 are the RGB color of the light.

 

To make this effect rendered in the game, Lara must be in an outside room, with the [O] from the [Room edit buttons] window pressed. To switch off this effect in one particular outside room, press the [NL] button.

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f. How to clear the inventory

 

Clearing the inventory will only remove pickup items, like PUZZLE, EXAMINE, KEY and PICKUP. Medipacks, weapons and flares can't be removed. This function is only interesting if you create an adventure with more than 1 level. The inventory is cleared only when you jump to the next level.

 

So, add the following line in your "script.txt" file into the paragraph for the level before the inventory has to be cleared. In the following example, the inventory is cleared in level #5, so the line is put into level #4 :

 

...

[Level]
Name=            My level number 4
Horizon=         ENABLED
Layer1=          128,96,192,7
Layer2=          128,96,192,-10
ColAddHorizon=   ENABLED

Lightning=       ENABLED

ResetHub=      5

LensFlare=       250000,-32000,110000,128,96,0

Puzzle=          1,My item 1, $0001,$0320,$0000,$0000,$0000,$0002
Puzzle=          2,My item 2, $0001,$0320,$0000,$0000,$0000,$0002
...

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