The NGLE Manual
Mirror Rooms
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Building
Mirror rooms remains basically the same as illustrated in
this brilliant tutorial by QRS:
Illustrated Mirror
Tutorial
In addition to having the usual mirror
rooms, you can now have mirrored floors and ceilings.
However, to get your mirror rooms to work in the new game
engine new scripts are required.
MirrorEffect= replaces the old Mirror= command.
MirrorEffect=
Syntax: MirrorEffect=
InFrontRoom, HiddenRoom, MirrorType (MIR_)
In reality the old Mirror script command still works but you
can't use the new mirror type with the old Mirror command.
InFrontRoom
The room number in front of the mirror. This is the real room
which Lara will be able to enter and move around in.
HiddenRoom
The room number placed behind the mirror, which Lara can't
enter.
MirrorType
Specify a MIR_ value to set the mirror type.
You can see the list of MIR_ values in the reference panel of
the NG
Center program.
Currently you can use following values:
MIR_WEST_WALL
West wall is the setting used for the old mirror.
The west is the position of mirror from Lara's position
looking at the room in the NGLE.
MIR_FLOOR
The mirror will be over the floor of InFront room.
MIR_CEILING
Mirror on the ceiling of InFront room. Note that if you wish use a ceiling mirror it's advisable to
use a very low ceiling otherwise Lara won't be able to see
her own reflection in the ceiling.
MIR_INVERSE_WEST
Inverse west is a horizontal mirror on the west side of
InFront room, like the MIR_WEST_WALL. however, in inverse
mirror Lara and other objects will be inverted, as in the
original Tomb Raider game when Lara met an alien double.
Animating array
From this field you can set one (zero) or more indices of
animatings present in InFrontRoom.
Using this array the engine will replace all
your animatings in the correct position and orientation in
the hidden room to simulate their mirror image in accordance with
the mirror
type.
Note that you have to place a couple of animatings: main animating
you place in the desired position in InFront room, while the clone
of this animating is place in the hidden room.
It's not necessary to place the clone animating in the correct
position but it's useful to place it in the same line (vertically or
horizontally, in accordance with the mirror type) to permit to
engine to find the right clone for each main animating.
If you are using a vertical mirror, place the main
animating in InFront room where you desire and with the
desired
orientation.
Then place another animating of the same type in the
hidden room. In this situation it's important that you take care
to place the clone animating in the same vertical line (i.e.
same sector in 2d visual) as the main animating.
For horizontal mirror (like MIR_WEST_WALL) you have to place the clone
animating in the same sector row where the main animating is.
See the help file in the NGLE for more information about the correct position for
clone animatings.
Notes
Theoretically you can also type
the indices of other moveables
in the Animating array; in this instance the moveable will be
dynamically updated. To work with moveables like enemies you'll have to
place them in the hidden room while the triggers to enable them
will be in the InFront room where the triggers for
enemies in front of room are also located.
You can find the room numbers to type in InFrontRoom and
HiddenRoom field in the room list of the NGLE. Remember to
always choose the smaller number when the numbers in
brackets are different.
For example, if you read this text for your hidden (or
InFrontRoom):
Mirror Hall (34:30)
The real room number is "30" and you must type
this value in MirrorEffect command.