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Author
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Topic: Lot 'o BIG questions!!!
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Seth Member Posts: 967 From:Phoenix, Arizona Registered: May 2000
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posted 01-05-2001 05:04 PM
Okay these are some problems that have been annoying me for some time, and the mannuel didn't help, soooooo.......1. How do you make the mirror effect?? Go through everything! Which way should the room face, do you put textures on the both rooms. (normal and reflected) How do I make Lara's reflection... EVERYTHING!!! 2. How do I make a water fall??? 3. How do I change a level name (The mannuel doesn't help!!!) 4. How do I make a timed door and how do I set the time for it? 5. How do I change an object name??? 6. How can I trigger a fire rope to light ONLY when the torch and not when Lara steps on tile which holds the trigger?? --------------------------------------------- I hope that all these questions will be answered. Thanx! Seth ------------------ "Seth, ruler of evil, shall again be free at the turn of the distant millenia. As he unleashes plagues and locusts, harvests fail under the broken sky. In light of this, the Sun god Horus, banished the Lord of Darkness, Seth." IP: Logged |
hagar Member Posts: 102 From:Phoenix, Arizona, USA Registered: Dec 2000
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posted 01-05-2001 05:43 PM
I can help you with the timed door.Place the trigger for your door then open the Set Trigger Type window. Enter -10 (negative ten) in the Timer box and click the One Shot button. This will give your door a delay of ten seconds. [This message has been edited by hagar (edited 01-05-2001).] IP: Logged |
Trocinth Member Posts: 122 From:Bronx, New York, USA Registered: Dec 2000
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posted 01-05-2001 07:27 PM
I'll try to explain how to name a level...Create your level, output the WAD and build it with the level converter. Now, go to the directory where you're storing your level files (if you're using the default directory, it will be "C:\Program Files\Core Design\TRLE") Open the "script.txt" file. This file is fairly easy to follow, and you should be able to find the level names for the sample levels. Find the one that corresponds to the WAD your level uses. For example, if you used the TUT1.WAD, find "Playable Tutorial Level." Now, replace this name with whatever you'd like to name your level. Save your changes. Now look at the "English.txt" file (same directory as "script.txt.") Find the level name in this file and replace it with your own (making sure it is identical to the one you entered in the "script.txt.") Again, save your changes. Go into DOS mode. Access the same directory again (type CD:\ followed by the directory name.) Once you have accessed the directory, type "script script.txt" and press return. The computer will create three new files. Return to Windows. Copy these three new files to the root directory, and you're done. This is also the technique you would use to create new legends (such as the one that says "Somewhere in Egypt..." when you play the tutorial level.) Let me know if this doesn't work for you... I may have left out a step. IP: Logged |
Seth Member Posts: 967 From:Phoenix, Arizona Registered: May 2000
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posted 01-07-2001 06:41 AM
This HAS to go back to the top for all these are crucial to my level!------------------ "Seth, ruler of evil, shall again be free at the turn of the distant millenia. As he unleashes plagues and locusts, harvests fail under the broken sky. In light of this, the Sun god Horus, banished the Lord of Darkness, Seth." IP: Logged |
Reb@Eidos unregistered
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posted 01-07-2001 07:49 PM
Seth, load up the coastal ruins project and go look at the mirror effect. You will see that each room has to be identical and texured exactly the same...there are explicit instructions in the manual on page 74. The best thing to do is to set everything up exactly like it is in the example level, because the direction of the room does matter.....and if you are still having problems, please try to tell us exactly what you have done and what isn't working.....don't forget, you have to make some changes in the script to get it to work!Good luck...hang in there...just keep trying cause it WILL work!!!! IP: Logged |
CuriousRom Member Posts: 217 From:Hérouville France Registered: May 99
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posted 01-08-2001 01:09 PM
It is very hard to change an object's name, you must open english.txt, and figure out a way to add a name (just delete one object name string which isn't used and type the name of your object)IP: Logged |
Seth Member Posts: 967 From:Phoenix, Arizona Registered: May 2000
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posted 01-08-2001 04:06 PM
THANX everyone, but please, tell me how to make a waterfall!!!!!!------------------ "Seth, ruler of evil, shall again be free at the turn of the distant millenia. As he unleashes plagues and locusts, harvests fail under the broken sky. In light of this, the Sun god Horus, banished the Lord of Darkness, Seth." IP: Logged |
Seth Member Posts: 967 From:Phoenix, Arizona Registered: May 2000
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posted 01-10-2001 03:27 PM
PLEASE TELL ME!!!!!------------------ "Seth, ruler of evil, shall again be free at the turn of the distant millenia. As he unleashes plagues and locusts, harvests fail under the broken sky. In light of this, the Sun god Horus, banished the Lord of Darkness, Seth." IP: Logged |
Reb@Eidos unregistered
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posted 01-12-2001 06:35 PM
Seth, what do you mean? Some of the WADs have waterfall objects that you place. They are animated and work automatically. But if you are trying to create the illusion of a waterfall through modeling, well, it is a little harder to explain, but I'll try. You can create a door opening in the area where you want the waterfall(use toggle opacity 2 so Lara can walk through the water from both sides), then using the 'cascade' texture map from the extra textures folder, select the animation sequence that will create the effect of running water (you may have to experiment to discover which one works...) Remember, you can cut and paste these textures into your existing texture map.....If you use the transparency button when applying them (and don't forget doublesided) it will look more like a misty waterfall...if you don't use the transparent button, you won't be able to see through the water, which could be a way to hide a secret area behind the waterfall. You can stretch these waterfall textures because they work well stretched vertically so you don't have to worry about how tall you make the waterfall room (or rooms if you decide to stack rooms). Also, your waterfall can be as many squares wide as you wish! Hope this helps! IP: Logged |
Seth Member Posts: 967 From:Phoenix, Arizona Registered: May 2000
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posted 01-13-2001 05:57 AM
THANK YOU!!!! That's excactly what I needed!Now, on to the mirror effect. When I try and do what I was told, then test my level, I get the mirror texture and I can see the flipped/reflected room. But it looks nothing like the effect in Coastal Ruins, I don't even get Lara's reflection!! ------------------ "Seth, ruler of evil, shall again be free at the turn of the distant millenia. As he unleashes plagues and locusts, harvests fail under the broken sky. In light of this, the Sun god Horus, banished the Lord of Darkness, Seth." IP: Logged |
Reb@Eidos unregistered
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posted 01-17-2001 03:06 PM
If you are not getting Lara's reflection it could be a few things...one, your mirror has to be running the same direction as the one in the coastal ruins (or you will get a very weird effect!) and two, you have to have the right coordinates in the script! (You can either place your room in the exact same postition...check the coordinates in the box below the editor window or you need to enter the new coordinates in the script then use the DOS command, create the new dat files for your root directory. Make sure you are using the coastal level block of script!! It has to have the mirror line of text in it!) Double check everything. It will work if you have everything set up right. I built one from scratch and got it working....it's worth the effort so hang in there!!IP: Logged | |