NGLE Manual

 

The NGLE Manual

Mirror Rooms

Download project file to illustrate this tutorial - 15 Kb Zip

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.

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