posted 08-02-2001 12:44 PM
Hello!I´ll be periodically posting tips and tricks for LE for you to use and enjoy.
I´ve found this one somewhere on the net, and I think it would be helpful to post it here as my first tip:
How to create a room with The Seth Blades
Boot the Level Editor and load in the objects for this project. On the menu bar click “Objects” and select “Load Objects.” In the “Load Object Wad” window, navigate to the “trle\graphics\wads” folder and double-click the “settomb.WAS” file. Click “Okay” to close the small window.
Next load in the textures for this project. On the menu bar click “Texture” and select “Load TGA.” Navigate to “trle\maps\settomb” and double-click on the “settext.TGA” file.
Using the Plan View, create a room that’s 3 tiles wide and 8 high. Using the Ceiling (minus) button, lower the ceiling to a height of 9. If you want, go ahead and section the walls for texturing.
Click on the “Select Room” button and pick an empty room. In the Plan View, click and drag to create a room 1 block wide and 4 blocks high. Lower this room’s ceiling until it’s 9 high. Again, if you want, set up the walls for texturing.
Now, in the Plan View, right-click and drag to select all 4 floor tiles. Click the “Copy Room” button. Turn on the “2D Map” button and move the rooms around so that the two smaller rooms are on each side of the larger room, but one square down from the top edge of the large room.
With the “2D Map” still on, select the small room on the left. In the Plan View, right-click and drag to select the 4 gray squares along the right side of the room. Click the black “Door” button to create a door. Select the small room on the far right. Right-click and drag to select the 4 gray squares along the left side of the room. Click the black “Door” button to create a door.
You should have the larger room selected. Turn off the “2D Map” button. In the Plan View click on the left door until the door is selected. We need to keep Lara from being able to enter these side rooms so click the “Toggle Opacity” button. Select the other door and again click the “Toggle Opacity” button. Be sure the button you click is “Toggle Opacity” and not “Toggle Opacity 2".
Since “Toggle Opacity” allows texturing a portal, we need to make the portals (doors) transparent. When you make portals transparent, use the gray transparent color from the pallette. It’s the gray chip just to the right of the top left black square. Be sure that gray is selected. Turn on “Face Edit” and then click on each of the 4 portal sections of each doorway. They’ll turn gray in color.
At this point I’ll let you go ahead and texture the rest of the floors, walls, and ceilings in all three rooms.
It’s time to put the blades in place. Be sure you’re in the large room with “2D Map” off and “Face Edit” off. Click on the object text bar that’s just below the “Place Object” bar. Scroll down and select “SETH_BLADE.” Click the “Place Object” bar and then click on one of the center squares opposite one of the doors to place the blade. (If the blade’s texture looks weird, reload in the objects.) Note that you place a blade on the second block from the wall. That means that you’ll be placing the right and the left blades on the same square. Select this blade and then right-click it to rotate it until it’s in position for the opposite wall. Again click the “Place Object” bar and then click the same floor tile. This will put a blade where the previous one was before you rotated it. Now repeat this procedure in placing blades on the 3 other floor squares in front of the doors.
Now let’s set up some triggers. I’m going to set the blades up for Lara to trigger them, however, in the game it’s the Guide who must trigger the blades to keep Lara from getting killed. I’ll explain a little later about how it’s done in the game. For now, select one of the blades. Next select the floor square that’s in the middle and just before you reach the doors. Now click the pink trigger button to set a trigger for this blade. Continue selecting blades and setting triggers to the same floor square. You may want to change the texture of this floor square so that you can see it when you’re playing the level.
Now let’s create a delays for each set of blades so that they don’t all trigger at the same time. Starting with the two closest blades, select each one and press “O” on your keyboard to bring up the Object Code Bits window. Set the number at the bottom to -10. (That’s a negative 10.) Don’t forget to press Enter after keying in the number to make the number stay. Select the next 2 blades past them and set their numbers to -20. Set the next 2 blades numbers to -30 and the final 2 blades to -40. According to the manual each 10 units will pause the blades for one second, however, you’ll probably find that they trigger a bit faster.
The last thing to do is to place Lara in the room. Save your project as a new project. Output the wad to “settomb.TOM” and then exit the program. Use the Level Convertor to build your level. Give it a try. When Lara steps on the center tile just before the blades, all of the blades will trigger up and down in order from front to back.
In the supplied level the triggers are set up a little differently, but it’s still fairly simple. On one of the first floor tiles in the room they set a trigger for each of the blades. One of these triggers is changed to a “Heavy” trigger. This way only the Guide can trigger the blades from this floor square. They again select each blade and then set triggers on all the squares in front of the doors. This way if Lara proceeds without waiting for the Guide, she’ll trigger the blades and get killed. That’s about it.