Lightbeams
and Mirrors
By
Bedazzled
All screen
shots from The Scroll of Destiny
It's all done with mirrors
If you have played TR4 you may remember that
in the Tomb of Semerket there was a puzzle which involved
pushing three movable objects into beams of light. This in
turn switched off three light beams in a room below, which
were now deflected by mirrors onto a casket in the middle of
the room. Once all the beams had been reflected, the casket
slid aside to reveal a passage underneath.
For my level 'The Scroll of Destiny', I created a new puzzle
based on those mirrors and light beams. In this version, as
Lara enters the gem room where she will place the Gem of
Light into its puzzle hole, a camera cuts away to show
the room containing the mirrors as seen in this screenshot.

As yet, there are no light beams visible in
this room and the Orb in the centre is opaque. Back in the
gem room Lara now places the Gem of Light and a vertical
beam appears.

A flyby leads the player back to the
previously inaccessible mirror room, where vertical beams of
light have now appeared as seen below:

Now let’s see what happens as each mirror is
moved into those light beams. The mirrors deflect the
beams onto the centre Orb.

After all three beams have been deflected
onto the Orb, it becomes semi-transparent and a door opens.

How it was Done
Ok so that's got the background to it out of
the way. Lets take a look at how it was done.
The light beams from the original puzzle used waterfall slot
1 for the angled beam and waterfall slot 2 for the vertical
beam. These were copied into the same slots and a custom
version of the mirror was copied into a pushable object slot
using Wadmerger.
The Puzzle Hole
The requirement for this object was that a vertical beam of
light would appear when the puzzle was solved. Easy enough
you might say, just use the waterfall 2 object, with the
invisible button in its ocb setting's box pressed. Trigger
it using a key trigger placed under the puzzle hole, that
way it will become visible once the puzzle is solved.
This is where the first problems raised their ugly heads!!!
1. The waterfall 2 object flows downwards, but I wanted the
light beam to appear to be flowing upwards.
2. I had already used up the available waterfall slots.
These problems were overcome by creating an additional
waterfall object in one of the animating slots.
Thanks to Titak for this tutorial
showing how it's done.
The Pushable Mirror Room
There were several requirements for this room.
1. The player had to be shown the room before it was
accessible and before the light beams were visible.
2. Once the Gem of Light was placed, a flyby would show that
three vertical light beams had appeared. The entrance door
to the room would also be triggered by the camera.
3. As each mirror was placed under its corresponding light
beam, the beam would be deflected onto the Orb on top of the
central casket.
4. After all three mirrors were in place, the Orb would
become semi-transparent and the exit door would open.
Lets look at these one at a time.
No.1
This posed a problem because of the waterfall objects being
triggered by the game engine. The solution was to make a
copy of the mirror room minus the waterfall objects. A
simple camera triggered by Lara showed this room while a
door prevented access to the real mirror room.
No. 2
This just needed a flyby camera sequence triggered by
placing the Gem of Light. The sequence showed the player the
route to the real mirror room; a heavy trigger under one of
the cameras triggered the entrance door to open, and the
sequence ended by showing the three vertical light beams.
This gave the player the impression that the light emitted
from the puzzle hole was being channelled into the mirror
room.
No. 3
That's easy, place a vertical and an angled
light beam onto the same floor tile and trigger them on and
off at the appropriate time. Easy peasy? Think again!!!
A straightforward trigger/anti-trigger will not work unless
the beams have very specific settings in their ocb boxes.
Vertical beams
These are initially on and will be triggered
off.
Code bits 1-5 + Invisible = pressed
and an ocb code of 2 entered
Angled beams
These are initially off and will be
triggered on.
Invisible = pressed and an ocb code
of 2 entered
The following triggers were placed under each pair of beams:
Heavy trigger for the vertical beam above.
Trigger for the angled beam above.
Trigger for a rolling ball associated with this pair of
beams.
Now as each mirror was placed into position, the vertical
beam would be replaced by the angled beam and a rolling ball
would be triggered. More about these rolling balls a
little later.
This shot shows the layout of the objects &
the position of the triggers.

No.4
This involved two versions of the central casket placed onto
the same floor tile. One had an animation to make it drop
below floor level when triggered, and had an opaque dome,
this was the one seen before placing all the mirrors. The
other had a semi-transparent dome and was set invisible in
its ocb settings box. When all the mirrors were placed
in position both caskets were triggered. Of course,
the player could not see this change of object taking place,
giving the impression that the dome had reacted to the light
beams.
The next problem
The two caskets and the exit door needed to be triggered
only after all three mirrors were in place. This is done by
using the code bits in the triggers for these objects.
Unfortunately, however, if these triggers were placed with
the triggers under the beams, they would affect every
trigger placed on the same tile.
This is where those rolling balls come into play. As each
mirror is placed into position it triggers a rolling ball,
which passes over stacked triggers.

These stacked triggers are Trigger for
casket A, Trigger for casket B and a Heavy trigger for the
exit door. To ensure the caskets were swapped and the
exit door opened only after all the mirrors were placed,
each heavy trigger for the exit door had different code bits
set.
Heavy trigger 1 - code bits 1+2
pressed
Heavy trigger 2 - code bits 3+4 pressed
Heavy trigger 3 - code bit 5 pressed
In this way each mirror only supplied part of the final
trigger needed for the caskets and exit door.
As you can see, what started out as a simple idea actually
involved a considerable amount of work and more than a
little problem solving. I hope reading this will
inspire you to have a go. If you have any questions or
comments please feel free to P.M. me at Skribblerz or
TRLE.net, or e-mail me.
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