re: room editing basics needed

re: room editing basics needed


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Posted by Turbo Pascal on June 15, 2000 at 13:40:40:

In reply to: room editing basics needed posted by Tomb Biker on June 15, 2000 at 13:14:57:

:A question: Iīve created a room with a underwater room below. The underwater room looks great
:with its floating waving effect near the ground tiles. When I tried to reproduce that the water seems
:calm, Nothing movable below the water surface. Have you ever noticed something like that?

The water surfaces now can be defined just once in the underwater
room, (at ceiling texture).

-In the room above put the floor texture to "0" (transparent).
-In the room Below (the underwater room) put the ceiling texture to water.

Note that in tr3 there is not exits "water textures" but if you
put a semi-transparent texture, the floating waving effect will look amazing (like quicksands).


:The other thing is how to connect two underwater rooms. Every time Iīve tried the TR engine
:crashes down to reboot.

It is exactly the same way to connect regulars side rooms, nothing especial
need to be done. Was you able to connect regulars side rooms?.

: Every time I want to create a underwater area of about more than one room the engine crashes (mostly down to reboot)Is somebody out there having done that successfully?

Send me a copy of your TRE to check it out, i will know what your are doing
wrong.

: Has anyone some level in TR3 in mind where pushing a block to a specific tile provokes some action? Donīt want to use the tiles where Lara steps on as trigger. Worx in TR4 - the starmap room but donīt remind some scene in TR3.

That work with a command called "If item #x is at this sector Do with Activate"
which righ now is not Implemented for TRITEM.
Also the command "If lara is not in ground Do with Activate" can be used for
simulate the "prince of persia" colampsables ceilings, but this command is not
implemented for Roy yet.


Turbo Pascal.





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