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The NGLE Manual
New Buttons
Room Type button
Room Type button is a multi-state button. Clicking
it changes its function for the current room in the
following manner:
- Water - flooded/water room.
- Snow - snow effect.
- Rain - rain effect.
- Q-Sand - quicksand effect. Lara can't swim
nor breathe
DMG button
Damage button. Lara will lose health when she
is in a Damage room.
Cold button
Cold button works in different ways according
to the type of room set by the
RoomType button. If the current room is a water room, Lara
will lose health due to the cold like the Antarctica
levels of TR3. In normal rooms Lara's breath will mist and
be visible.
Move Lara Here button
This button moves Lara from any position
in the map and places her on the selected square. Sometimes
this can produce two Lara objects in your map but this is a
rare occurrence. if it happens, simply delete one.
V2d Map button
V2d Map will show your level in
different side elevations.
When this button and default 2d Map button are pressed the
background of the 3d panel will become yellow and you'll see the
elevation of the rooms in your level.
In v2d mode you can move selected rooms, link rooms and
create portals.
If the selected room (in red color) has doors you can move
all connected rooms using right mouse button and drag the group
to a new position.
If you perform a single click with right mouse button, the
rooms between the selected room and your viewpoint will become
transparent and you will be able to select a room using the left mouse
button behind any transparent rooms.

In the above illustration the selected room (red colour in figure A)
is hidden behind other rooms. If you want to select a small room
to the left of the current room which is not visible, right
mouse click in the yellow (empty) zone of the 3d panel and
all the rooms blocking your view will become transparent (Figure B). Now
left mouse click on the small room to the left of the current room to
select it (figure C).
Behavior of [+] [-] Room buttons in Vertical Map
When you work with vertical 2d map (yellow background
in 3d panel) the behavior of [+]/[-] room buttons is
different.
Before explaining the new behavior, let's illustrate the old behavior.

If you click on [-] room button and the current room is linked
to another room as above (fig A), you will get a
step between the two rooms because only the current room
is moved
down (Figure B).
In some circumstances this can be useful. However, when you want
to move a group of connected rooms together, it
can be quite tedious having to move them all separately and
rejoin them again. Now with the NGLE you can use [+][-] room buttons to move a group of
linked rooms by clicking on +/- room buttons when in vertical 2d map
mode.
Cardinal Points button
To the right of the [V2d Map] button you'll find the button to
change the cardinal view points of the vertical 2d map.
The cardinal points are refered to as below.

Note that the above picture shows the common horizontal 2d map.
The cardinal points button is a multi-state button which
selects south, west, north and east in turn.
For example, the map above will look like the following when
viewed from the four cardinal points in V2d map view:

Exit & Play Button
This button automatically performs a very common
sequence of operations:
- Saves current project and makes a silent backup with
filename starting BK_..
- Performs an Output wad (to create a TOM file for
the current level)
- Converts the Tom file to a TR4 file
- Close Room Editor program
- Start tomb4.exe to play the level
This can save you a lot of time if you're constantly
moving in and out of game during testing. When all the operations
are
complete, you'll hear the tomb raider music of your title level.
Hide Objects button
With Hide Object button you can remove temporarily
all items (moveables, statics and effects) from the current
room. One good use for this feature is to be able to texture
without having to work round a room full of objects. When you
are done, always remember to click this button again to show
your objects.
Please note
this facility can cause problems by
removing objects from your map if not used properly. While
objects are hidden using this feature,
never add new items in your current room or to any
other room,
never save your project or output your WAD and
never add new triggers to the current room.
Other problems can also arise if other operations are
attempted.
The only action you should contemplate
doing while objects are hidden is to add or change textures.
Advanced Search button
Clicking the Advanced Search button will
bring up the
Search window.

Select in the "Search for" combo list box for
whatever category of item it is you're looking for and then
select the specific item the main search window.
Previous (<)
button
Search for a previous instance of any current item in the
project.
Following (>) button
Search for a following instance of any current item in the
project.
Last Projects button
This shows a window with a list of your last edited project
files.
Project files will be sorted in chronological order but
there is also an alphanumeric sorting facility which allows you
to sort alphabetically.
This feature makes locating previous saved
projects a very simple task. You can use CTRL L as a shortcut for this feature.
Backup Project button
You can quickly save a backup of
your current project
with automatically applied progressive filenames. Project files will be saved
in the same folder as the current project folder. Pleae
note, the backup projects
created with this button will be not inserted in the Last
Projects list. For this reason it's not advisable to use
this button to save primary project files but only for
making quick and frequent backups while building.
Big Textures button
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Now you can use bigger textures up to 256x256 pixels. To
select a big texture in the texture panel you must click on
the Big
Texture button.
When the Big Texture button is highlighted (with yellow or red
color) you can automatically select in the texture panel
128x128 textures and manually select 256x256 textures using
the right mouse button and dragging to select.
Note that the area where you select the texture is
organized into grids of 256x256 pixels. Because of
this you can't expand the
selection to cover an area greater than 256x256 pixeld. You should see your texture map divided as in the left
picture.
If you check the green boxes you can understand
why you
can't select a texture in the position shown by the red frame.
This makes it important to
have an original tga map with a width of 256 pixels. The NG WinRoomEdit works fine with tga maps
with a width
of 512 pixels, but if you have a 512 pixel wide tga map you'll
have trouble adding big textures to the map because the
original map will have been remapped to 256 pixels wide when
you load it in WinRoomEdit.
In this instance, the texture
rows will be interleaved in a different way in respect of the
original tga file.
To avoid this problem, you can reorganize your map to force a
256 pixel wide tga image in the original tga image. You can
set this
target using the MapConverter utility. See following
paragraph. |
Map Converter

Map converter is able to reorganize the texture map working
directly on the supplied project file.
You can use mapconverter to reach two different targets:
- Change ONLY the width of the tga map, preserving the project from position
change of single textures
- Resize all textures from 64 x 64 pixel to 128 x 128
pixels.
Change only size of tga file
If you want to change only the width of
the tga file you
have to select the value of 64x64 as Texture Alignment in Target data frame,
exactly the same than Source alignment
field. In this way the textures will remain with original
size (64x64 pixels or less) but the tga file will be forced
to 256 pixels wide.
Resize all textures to 128 x 128 size
To resize all textures, you set 64x64 pixel as source
and 128x128 as target.
After this remapping your project will become a v50 project
(version 50).
In v50 projects the default size for textures is 128 x 128
pixels and it's possibile to have animated texture and sound
textures with this size and only this size (128x128 pixels).
Notes
It's not necessary to create a v50 project to use big textures. You can
leave your project unmodified and add new big texture to
other (previous) 64x64 textures. The advantage in
using a v50 project is to force a default size for
textures of 128x128 so you can have animated textures
of that size. With v49 projects you can't animate
big textures.
There is a bug in project remapping when creating
a v50 project. When your tga map has already reached the
max (old) size (256 textures, 64x64 pixels), the new
tga map will reach the max height of 16383 pixels
instead of reaching the correct size height of 16384 pixels.
That last missing pixel row will be ignored. To correct the bug you
have to load the tga map in your image editor
(Photoshop, Paint shop pro etc) and add another
pixel row to reach the height of 16384 pixels).
VERY IMPORTANT NOTE: if you want to create a v50
project (128x128 pixels for texture) it's not sufficient
to simply use map converter to have new super defined
textures! Mapconverter resize your old textures from 64x64 to 128x128 pixels but this operation doesn't
increase the effective resolution of textures because
each old pixel will become a 2x2 pixel frame with the same
colour. To have an effective increase of resolution
(and detail) you should load a new tga map and
substitute the "fake" 128x128 pixel textures with new
real 128x128 textures.
Rotate Object button
This button permits you to rotate any selected object in the
map. This is an extremely useful feature because with
smaller objects it can be difficult to select it with the mouse pointer
and rotate it. You can also use the shortcut CTRL F to
rotate objects.
Go Back Old Room button
In the NGLE there is a new method to
quickly navigate
between rooms. Everytime you edit a room, the index of that
room will be saved in a circular list as a checkmark.
To go to a previously edited room in the circular list just
click this button (or use shortcut 'g'). The last 10 edited rooms will be stored.
Other keys to handle this feature are:
- CTRL G : go to following room in circular list.
(while 'g' goes back to previous edited room)
- 'm' : Mark current room as edited room and insert it
in circular list.
- 'u' : Unmark current room as edited room and remove
it from circular list.
Screenshots Menu
From the Screenshots menu you can choose different zones
to capture from the NGLE screen.
Screenshots will be saved in RLE8 (*) format, which is a
very compact bitmap format. In many instances the bmp
files will be smaller than if they had been saved as jpg files.
The only case where the quality of this bmp format could be poor
is when you capture screenshots in the preview zone. For this reason there
is also a "Preview Zone RGB". The RGB bitmap has a bigger size
and colour quality will be perfect.
Using RLE8 bitmaps you can directly access the screenshots to
post them on forums or websites.
All screenshots in this html page have been created with
screenshots menu.
(*) RLE8: 256 palette colours, 8 bit with no loss of compression.
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