Posted by Bart on June 25, 2000 at 03:27:01:
In reply to: TREditor Help file needed (Portals!!!) posted by Will H on June 24, 2000 at 17:38:02:
Turbo Pascal's TReditor, Release date: 27-May-2000.
====================================================
Hi you guys, today is morning Sunday and I spend time yesterday all whole
day and night coding this Update, it is no so big update but it has some
fix/adding that i consider neccesary to be included right now.
From the first time that i made a custom room i had a camera problem,
then i learn how do some fix, but the problem was no fixed totally, the
same problem is related to animals's move in room.
Then when Rgbold came amazing us with his wonderful program, he solve
that problem from his side, then I sent him a e-mail asking how he did it.
So Rgbold teached me how to build a basic Box in a room, then i did some
experiment and learned how to expand a litle the boxes. So, 1,024Mb Thanks
to Rgbold for his help (1 giga Thanks).
New in this release:
=====================
1.- Portals Side Fixed to work with vehicules.
2.- Better Default Box schemme and Camera/ground zone.
3.- Semi-Pools are now posibles.
4.- Quicksand rooms are implemented, it work exactly like originals TR3 levels.
5.- "Wind Blow" flag for tr2 and "Is Raining" flag for Tr3 implemented.
6.- Underwater Surface Texture are drawn now from room below.
7.- Texture "0" now work for walls also.
8.- Alt-clik control only will change the texture/lights now.
9.- Levelx.dat IS NOT USED anymore.
0.- Default Room Light parameter included. ( A Guy request me for that, He know Who is, so i
included this feature just for keeping him happy :-) ).
Running the samples
-------------------
I included 2 samples semi_pools_sample.tre and quicksand_sample,
Levelx.dat is not used anymore, the previous TRE file format WILL WORK
with this version, so all your current levels will load fine whitout
any change.
- Run TReditor.exe, you can include the parameter "Default Light-intensity" in the
shortcut command line, for example D:\TREDITOR\treditor.exe 25 will use 25 for defaut
light intensity.
- Open Semi-pools_sample.tre file.
- Select the Option FILE, BUILD LEVEL.
- in the dialog box window correct in the BASE LEVEL info the path where you
have the original JUNGLE.TR2.
- Correct in the FILE'S NAME info the path and name where you put the new TR2
file.
- Click Build Level.
Portals Side Fixed to work with vehicules.
--------------------------------------------
Previusly i implemented the side rooms using the room_above field,
this work fine for Lara and animals, but it don't work with vehicules,
so i correct that using the correct room change command, so now
you don't need to fix the portal with TRitem.
It was funy to see Lara riding invisibles Vehicules.
You just need to load your current Tre file and recompile it.
Better Default Box schemme and Camera/ground zone.
--------------------------------------------------
I included now a default box scheme for each room, it work
better that the default box from TRitem, but it is not
pecrfect yet.
Now there is "safe place" in the rooms, now the animals Can't
climb to higher blocks, except using lowers neighbor blocks.
The Main problem is the AI (artificial inteligence) for the animals,
they are so stupid; I need more work for fix that.
The Underwater creatures will work fine now, and the animals will
not jump in pools.
The enemies can travel to others rooms now. (but they don't like that).
This defaul box scheme also fix the camera, so no more "Camera shaking"
anymore in any level.
WARNING: You must have to check the checkbox "No Box" when you
put trigers items in TRitem, or TRitem will destroy my
default Box schemme.
Semi-Pools are now posibles.
-----------------------------
I was wrong when i said that there is a "half Empty water room" flag (he he),
"Semi pools" are realy regular pools with the floor less that 1 complety
block.
The only thing that you must have to do in the underwater room when implement
this semi-pools is puting all sectors (even the walls) colisional with the
room above, or the game will crash if you put a floor less that 1 block.
In TR1 this kind pool will crash the game.
IMPORTANT NOTE FOR TR3: In TR3 levels exist a way to make Lara can't
go out from pools; This happen if you implement
the floor and the ceiling in different height
that the default floor/ceiling especified when you
created the room.
Quicksand rooms and Underwater Surface Texture
-----------------------------------------------
Quicksand are exactly pools but with quicksand flag enabled, and
with Sand texture defined in the surface.
Also you MUST PUT COLISIONAL ALL SECTORS (even the walls) with the room above
or Lara Can't go out from the quicksand, you can put floors less that 1 complety
blocks on in also.
I include the "waves movement" to pools and quicksand rooms, for better
looking i changed the way to implement the water/sand surface texture.
Now the Sand texture or the Water Texture (for tr1/tr2) need to be defined
only in the ceiling top texture in the room below, and you put "0" texture
number in the top floor texture in the room above.
This way the surface water/sand texture is generated from the underwater
room, so the surface texture show a "wave" movement and look great!.
This also work for tr1/tr2 levels with animated textures; hope you like it.
"Wind Blow" flag for tr2 and "Is Raining" flag for Tr3.
---------------------------------------------------------------
When you create the room the properties now show the rooms flags
underwater, wind/blow & is raining and quicksand options,
Semms that there is not exist the "is snowing" and "water is frezzen" flag
in tr3 levels format, i guess that it is flaged in tombpc.dat.
Note that now the "EDIT ROOM PROPERTIES" control WILL NOT DESTROY YOUR
WORK if you bring back the dialog windows until you change the
lenght/width of the room.
This way you can change the rooms flags without destroying your work.
Texture "0" now work for walls also.
----------------------------------------
Previusly you used texture "0" for making solid trasparent for
floors and ceiling, now you can use it for walls also.
Tip: the best way to chain 2 rooms is no putting wall in the chained
border (the overlaped room/colums), make it like a continuos section,
you don't need to put a "door" necesarily in the overlaped rows/columns,
is better put that door inside the regular room.
Alt-clik control only will change the texture/lights
-----------------------------------------------------
Use Alt-click in the front/back and right/left view interface
for change the texture and lights without afecting the already
heigh/type shapes and portals attrib in the room.
Alt-clik on any height row/column (for floor and ceiling) while
apply the sector with the current textures/lights values.
Used in combination with the "select" control you can change the textures
and lights intesities easily and quickly.
Levelx.dat IS NOT USED anymore.
-------------------------------
I included a dialog window when you build a level with the net info:
- Levels Description: This is mainly for fun, this is the title of your work.
- Comments: You put here comment, intructions, ahutor name etc. whatever you want.
- Base level name: Here you put the full path and name for the level that you
want to use for base. This info will be saved in the TRE so each TRE file can
have his own different base file, and you don't need to especify it each time
that you load the TRe, Only be sure that the file is accesible when you build
the level.
- Level's Name: The name for the new level that you build, this info will be
also saved in the tre file.
-----------------------------------------------------------------------
I finished this update yesterday and i it is not full tested, so check
the about dialog to Check the current realease date version, because
new fixed release can come.
- Colored ligths: I dont' include that feature because i have to include
R,G,B controls for the floor/ceiling top/dow/left/right/front/back textures,
and i have no space where to put those new controls in the windows;
so I decided to include that feature until the new "3D TReditor".
May be i make a DOS tools to put the color for the whole room.
- 3D TReditor: I have some technical problem with it, fucking Opengl,
sometimes work in a way in software mode and somtimes work on another ways
in hardware mode, also colored meshes only work if i have the lights mode
enabled, and enabling the lights means that some areas of the room are to
dark, Also in can't make the Text get well iluminated...Arrrg this is
killing me!!!.
Also i have a lot a work in my oficce, (i am a programer for a company), so
when i have some free time i feel tired to work in the project.
- Fexitem.exe: Wooww, Rgbold move so quickly, i can't fallow him, the actual
Fexitem will not save the lastest feature, at first was some ease to save
the Table items,the floor/data and only the changed sectors, but now he
deal with severals sections in the TR file format.
I hope found time to Update Fexitem.
- Lights Importing: If you import a mesh room from a DXF all lights will be
at 16 value, i am stil thinking how to resolve that problem, maybe using
a similar tool like fexitem. The problem is that the DXF file format don't
has light colors for each vertex for the meshes.
- The north/south labels in Treditor: I am wrong with this labels, in the
game when you use the compass you will note that the North is where i label
south in the editor, but...what that hell..i never was boy scout, they never
aceptme, "To much nerd" they said, (maybe that is why i like to play Tomb Raider).
Thanks a lot to all regulars guys from the forum, Popov, Bitshifter..., RGbold for
his help, especial thanks to BART (the more loyal Treditor's User), Eep2 where
are you??, and of curse thanks to my very close friend THE VAGRANT.
Turbo Pascal.
---------------------------------------------------------------------------
*** TReditor.exe - Tomb Raider Room Creator, Imcomplete Version. **** 19-March-2000.
NEW IN THIS VERSION.
---------------------
- The Front/Back view interface is implemented.
- Portals are implemented; now you can make severals room for Lara to explore.
Lara can Travel to front/back/left/right/up/down rooms positions.
- Pools and bridges are now possible.
- Portals are a little tricky, so now I'm including:
a separate section to explain how they are implemented.
I was very lucky, I discovered a trick to make Lara change from 1 room to another (front/back/left/right rooms)
using the "Room Above" field, so i implemented portals to any direction just using Room Above/Below fields, this way i
have no need to deal with the Floor Data commands yet. :)
1.- Overview.
This program will create new a PHD/TUB file with severals room and now with
Portals, but without, items or animals. just floor and ceiling edit with severals textures
and lights.
IMPORTANT.- this can only CREATE NEW PHD/TUB files, It can not open already phd/tub and
edit them.
You won't need to use an external CAD program to create the floors/wall/ceiling mesh, but right now
the Automatic mesh generating routine is not 100% done, so in some cases, some faces are not well
generated.
You can use Rview.exe 2.0 program for exporting these mesh faces to DXF file format and edit them
with a CAD program. To learn how you can apply textures to any faces, read the readme.txt on the Rview
package at the oficial home site at http://www.home.arcadia.net/userpage/vagrant/treditor.html or in the
Eep2 site.
You can use Vtexture.exe, jack.exe or Popov's TRviewer to get the textures number that you will use, the editor right now
doesn't have too much real-time texture support.
To play the levels, you'll need a way to play phd/tub from your hard disk, using the demo version,
unfinished business version or a CD-emulator.
2. Install.
-Create a new directory;perhaps name it "TRedit"
-Put into it: treditor.exe, paleta.bmp, shapes1.bmp, shapes2.bmp and floor.dat.
-Put into it: an existing phd file from the original CD (no demo phd) and rename it 'levelx.phd'
the program will use this file for base model, it will use this level's "textures"
& in the future, will use this level's animals, items and static also.
3. Running the samples.
I include 2 Samples file and 5 tutorial files (basic*.tre), run the
SAMPLE1.TRE AND SAMPLE2.TRE right now to see what you can do with this new version
Please, read the PORTAL SECTION before room the learning files.
In the EXAMPLE2.TRE, I show a cool effect, never seen before in a TR Level!
In this example Lara is TELETRANSPORTED to others rooms, you step
on 3 "special" tiles in the floor; each time Lara is
magicaly transported to other room !
also, for the "sample2.tre" file...(use level8a.phd as the "base")
- Put LEVEL8A.PHD in the directory editor and rename it LEVELX.PHD.
- Run Treditor.exe,
- Select from the menu File, Open, and select a TRE file.
- Select File,Make PHD and select a directory and a name for the new level. (you can select TUB file format also).
- Rename the new level whith the apropiate name and play it in normal way.
4.- Using the program.
- Click the Grid buton to create a new room, fill the room properties:
- Large, width is how big the room is.
- the descriptions is any description that you want for the new room.
- Select water enabled for make the room underwater.
- Default Floor heigth and default ceiling height are the heights with
will start editing the room, you can change each floor/ceiling heigt
individualy Later in the Edit room option.
Never put default ceiling less that default floor, lara is 4 units tall.
- Lara Light is the ambient light that Lara will have in this room.
Lara light is from 0 bright to 32 dark.
- Room Light is the default light intesity that the floor/ceilings meshes will have.
You can change the light intensity for each floor and ceiling later in
the Edit room option.
Room light is from 0 bright to 32 dark.
- The Floor and ceiling fields are the default textures that the
room meshes will have.
You can change the Textures for each solid individualy later in the
Edit room option.
Each solid has 5 diferent textures, Front/Back/left/right/top.
The room will be created, use left mouse button to drag the room to another position.
you can create severals room, the last room created is the current room, (blue color).
To make current another room you can point and click right buton mouse or select the room
description from the room description list.
In the future when the doors is implemented the rooms must be overlaped.
When you make the phd/tub file lara will start in the current room at the row 2,
column 2, facing to the north.
- The second button (hand and paper editing) is for changing the room properties for the
current room. WARNING, the prior work that you done with the Edit room button will be lost !
- The EDIT button is for edit the floor/wall/ceiling height for the current room.
- 3 views are availibles:
- Top/Down view.
- Front/back view.
- Right/Left view.
*in the top/down view you can put walls, use left mouse button to put a wall and
right mouse button to remove the wall.
The wall will have the default ceiling height. Do not put a wall at tile row 2,column 2
because there is where lara will start.
The portals view controls are explain later in the PORTAL SECTION.
In the right/left and front/back view you can edit the floor/ceiling type and height, note that a "wall" realy is
a floor with type 1 and height same to the ceiling.
There is 10 floor/ceilings types implemented, click in the type floor/ceiling button that you want to use, then
use LEFT MOUSE click in the tiles for to apply this type and select the height of the FLOOR.
use RIGHT MOUSE click in the tiles for to apply this type and select the height of the CEILING.
Each tile is 4 unit tall (one complete block).
-Use the COLUMN/ROW field for select the column/row that you want to edit.
-The SELECT field is for selecting severals columns/rows when you are editing the floor/ceiling,
with this field you are telling how much columns/rows are you editing at the same time, for example,
if you are in the column 3 and put 4 in the SELECT field, then all changes that you make to the
current column (the 3 column) will be apply to to column 4,5 and 6 columns also (4 columns selected).
-The Floors/Ceiling Textures and Lights Fields are for selecting the Texture and the
light intensity that the solid will have.
Each time that you click a floor or ceiling this floor or ceiling will have the atributes
currently charged in this fileds.
If you want to know what attrib has any floor/ceiling press and hold the shift key
and click (with left mouse button) the grid that you want to know; the Floor/ceiling textures
and lights fields will be charged with the attribs from this grid.
Hold the CTRL key while click left or right mouse to apply the textures and lights from the controls to
the clicked tile without changing the shape type and the height floor/ceiling (Useful for retexturing already drawed floors/ceilings).
The portal attrib control are explain later in the PORTAL SECTION.
-Use the Horizontal and vertical ruler just for put a mark to columns and rows because sometimes you
get lost when you change the column. (you will see :-)
Be carefully with the floor type 9 and 10, Lara can get stuck if you dont put a standable floor below
this type floor.
- click Ok when you are done.
- Select file save or save as for save your work to the propetary file format *.TRE.,
in the future when the editor is complete i expect to
download TRE files from all you and compile the level. is better that download the
big PHD/TUB file.
I not guarantee that this actual TRE file version will be compatible in each new Update version, so
do not fall in love with the rooms created with this incomplete version.
- Make PHD will create the phd/tub file using the current levelx.phd like base model, i will
add in the future a option for select another file base.
If you want to use a TUB file for base model you can use rview.exe v1.01 for open the TUB file
and then resave it like PHD, then put it in the editor directory and rename with levelx.phd.
5. - PORTALS.
Putting portals in is a little tricky; if you do it wrong the game can Crash.
I will try to explain how to do it, but you will have to experiment a litle
to undertand how it works.
When you are putting in a portal to make Lara travel to another room, you need
3 things: First the rooms need to be overlapped for at least 2 rows or columns,
then you need to put a Portal Attrib and Put a portal view in the appropiate place.
The Tile's portal Attrib is defined in the front/back or in the left/right edit windows,
the portal view is defined in the Top/down view.
a.- Rooms front/back/left/right.
Load the file BASIC1.TRE to see how the rooms need to be overlaped.
Note that it is overlaped the row 9 and 10 in the room-1 with the row 1 and
2 in the room-2.
Make the PHD and play it, this 2 rooms has not walls just for show you how portals work;
go forward and you will see in the last row at the column 5 a tile with a diffent texture on in,
Go forward and stop over this tile, at this moment Lara is changed to the room #2 but
you note none change, this is because the camera is in the room-1 yet, (at Lara's back),
go forward 1 tile more and you will see how the room #2 sudenly will appear.
The Engine only draw the meshes for the current room where the camera is,
if you go out from the room going forward without steping the especial tile,
you will go to a dark area; the room #2 also has a a especial tile to return to room #1.
The room#1 and #2 has not portals view, just portal attrib in the especial tile.
Load the example BASIC2.TRE, make the PHD, run it, go froward and stop in the
especial tile, you will see a portal windows to the room #2. press INS key and the
shift key to move the camera, you will see how the Window portal view is moved also.
Lara will travel rooms smooth using portals views, but this is a ilusion; move Lara to
a tile before the especial, now turn Lara facing to the right, now make lara step the special
tile moving Lara with the side-walk key, at soon Lara step the special tile Lara will sudenly
appear in the other room at row 2 (or at row 9 is you are coming from room 2).
To make the ilusion that the rooms are continuos, the overlaped rows or columns must be identical in
the shapes and textures in both rooms.
It is important to overlap 2 rows or columns because that way when Lara change to a room she will
stand at 1 row or column forward or backward from the row or column with the return portal attrib.
If you overlap the row or column that has the Portal attrib with the row or column that has the portal
return attrib, the game will crash.
To put a Portal attrib on a tile go to the front/back or left/right windows edit, To put a portal view go to top/down window edit, put the room # that you want to see with this window, b.- Rooms Above/Below. Rooms above and belows are basicaly the same, but you put both rooms at the same X,Z position and Load the BASIC3.TRE, make the PHD and play it. To create the illusion of floor/ceiling depth, put the standable floor for room #1 a litle Normally, for portals tiles; the ceiling and the floor heigth are at the same plane, but it is not Load and play BASIC4.TRE to see a pooll example. Load BASIC5.TRE to see a Bridge example. ----------------------.------------------------------------------- Well, that is all for a while, this is the last version with 2D interface, The next features that the editor need is Static objects and source lights, I hope you like the editor and get a lot a fun with it, and if you Good luck. Turbo Pascal.
in the portal attrib control, put the room # at where Lara will change, or 0 if this is a regular tile.
select a kind portal tile,
above and
left click mouse a tile to get the portal attrib.
define how width the portal window is (in tiles units) and the height if this window is front/back/left/right type,
or the Large is this windows is Top/Down type. The
portal windows at the floor.
Now click
The view portals windows must be placed at the same tiles where the portal attrib is.
put the ceiling for room "A" with the height of floor in the room "B".
In this example Room #1 has the Floor height at 127, Room #2 has the Floor lower at
115 and the ceiling at 127.
Like you see, the Floor and the Ceiling are at the same plane, for room #1
you put some tiles with portal attrib #2 and
at this tiles are #0, meaning that the editor will not generate meshes for it,
then put at portal view at the floor (Down Type).
For Room #2, you put the the portal attrib for some tiles at #1 and type
put the textures for the ceiling with #0, and put a portal view at the ceiling (type
bigger that the portals tiles.
mandatory, you can make a cool efect putting the ceiling in the room below biger that the
floor in the room above.
c.- Pools and Bridges.
Pools are exactly the same that rooms above/below, just define the room below
under water and select the texture for water in the floors/ceilings portals tiles.
This is implemented with un room above/below, but just the bridge has regular tiles in
the room above, the rest tiles are colisional to the room below and textures #0.
I was using RVIEW for a while, then when i go back to use the 2d TReditor
interface i say my self "This interface is crap!" so, i will rewrite the
interface to OPENGL 3D; I was thinking how to implement the editor in 3d
and now i have a more clear idea, but this will take me some time.
The editor needs a lot a work, of course. Maybe I'll release fixed
version for this actual editor.
So I will not add more features to editor for some time, after I finish
the 3D interface, fix bug and implement better controls you will do basicaly
the same that what you can do now, Levels with empty rooms.
then the GROUND AND FLY ZONES and last Items and commands.
make a amazing level, please send me a copy!!