The NGLE Manual
Room
Geometry and Texturing

In Next Generation, WinRoomEdit has
had a Shapes menu
added with many new commands enabling the fast and easy
creation of the most
common shapes used in level building.
All shapes are supported by the "undo" command.
Shape PropertiesShapes could be "incremental" effects, i.e.
every time you apply this effect this will increase
its height.
Other shapes could be "cumulative" effects, i.e.
they add to current floor (or ceiling) their effect.
The non cumulative shape effects fully remove
any previous editing in selected floors or
ceilings. |
| Shape Type
|
Incremental
|
Cumulative
|
| Slope Shape
|
YES
|
YES
|
| Pyramid
Shape |
YES
|
YES
|
| Smooth
Random Effects |
YES
|
YES
|
| Bending
Effects |
NO
|
NO
|
Pyramids

You can create pyramids on the floor or on the
ceiling, in convex or concave patterns.
Pyramids use a progressive building mode: each hit of
the command grows the pyramid by 1 click. In this way you
can easily select the desired height.
By default all pyramids are smooth,
however you can use a
trick to create stepped pyramids.
If you want a stepped pyramid, prepare selection
with white arrows as below. It's not important which direction
the
arrows point. When you apply the common pyramid effect, the
pyramid will now be stepped.

Slopes

Sloping is the one of the most common building
tasks. You can create smooth or stepped slopes on the floor or ceiling.
Slopes require white arrows to determine which direction the
slope is to be formed.
Floor slopes go up in the direction of arrows,
while ceiling slopes go down.
Grid Walls

Grid Walls is a new feature which
enables you to automatically grid walls. This is an
incredible time saving feature.
You can create grids over a specified section of wall or over
the walls of the entire room.If you have doors
in your room leading off to other areas it is better
to highlight walls in turn and use the command Grid Selected
Wall (F11) otherwise floors and ceilings in adjoining
rooms may be affected. If there are no other rooms
adjoining, use the command Grid All Walls (F12).
The texture grid will be created in accordance with current room
height. If you want to remove the grids you can use the command
Remove Editing from selection (CTRL F11). If you apply
this command to floor/ceiling squares, all changes to room
geometry will be removed.
Curved Shapes

Perhaps the most difficult and
tedious operation in level building is
the curving of floors and ceilings to produce uniform
patterns, as above. The
NG WinRoomEdit allows you to easily produce curved structures.
Unlike slopes and pyramids, the curving effects are not
incremental which means you get a pre-fixed curvature in
accordance with the current width of selection.
Example - Building an inclined
and Rounded TunnelWe
will experiment with mixing different shaped effects to form
the complex room design below:

This is an inclined tunnel with
smooth, curved floors and ceilings. The following method is not
necessarily the only way to
build this room but it is surely the easiest!
1) Create an empty room 18 x 4

2) Select the entire ceiling and
using [+] Ceiling, increase it until it reaches a height of 40
clicks.

Note the texture line between light
green and dark green on the walls. This line will be our
reference point for the following operations.
3) Select the entire floor and arrange the white
directional arrows as
below.

4) Apply Inverse Bend Floor effect from
the Shapes menu. Then click on selected floor to move
the white arrows to the
following direction.

5) Now we can apply a Smooth Slope
Floor (CTRL F1). The floor has to slope up the tunnel until
it is one click
below our texture reference line, as shown below. If you go
higher than the reference line, you can use the Undo command to go back to
a previous
height.

6) Now we'll perform the same operations for
the ceiling.
Apply a Bend Ceiling effect and then move the white arrows
as illustrated below.

7) Use the Smooth Slope Ceiling (CTRL F3)
command and move the
ceiling down until the lower part of it is one click above our
reference texture line.

8) Our tunnel is now complete but we could
still resize the
height of the tunnel to get a more rounded shape.
Select ceiling, removing the white arrows, and then click on [-]
Ceiling until you achieve the desired shape.

Ground Simulation
There are many geometric shapes available
with which to build temples, labs and bases, villages and
towns etc, but when it comes to building natural geometry
for hills and caves, everything discussed so far is of
little value. However, the NG WinRoomEdit has some new features
which will help you to
create realistic natural environments very easily.
In the Shapes Menu you will find commands to create hills and
even mountainous terrain, specifically, the Random Smooth
Floor and Random Smooth Ceiling commands. These commands work following parameters you can set
using the command Set Random Smooth Parameter (SHIFT F2)
With the Smooth function you can instantly create a smooth floor or ceiling
where all squares will be attached to each other with no
fractures.
Random Smooth
commands allow you to keep previous texturing intact, avoiding the
problem of misplaced and wrongly aligned textures on new
triangles. Thanks to this feature it is
strongly recommended that you texture floors and
ceilings when they are still flat, and only when all textures have been
applied to use the random smooth commands.
To better understand this, we need an
understanding of the difference better how the old TRLE
methods compare with the NGLE. We will use this textured
floor for comparison:

In the old TRLE when we apply the
Random Floor Up, this is the
ugly result:

While using Random Smooth Floor with
the setting Hills in the NGLE, this is what we get:

Setting Random Smooth Parameters
1 = Mountains (0=Soft Hills)
Mountains effect creates more height and sharper
outlines.
Normally we would use Mountains for perimeter areas to
prevent Lara from straying to the edge of the map.
2 = Limit max height to room height
By default, random effect will grow floors with no
limits. This means the floor could pass through the
ceiling. In rooms linked with vertical portals this is
not a problem but for other rooms you may wish to
limit the max height of random effect to the current room
height.
4 = Many changes for hit
The algorithm to generate hills or mountains is based on
a series of single changes to floor or ceiling. You can
allow a standard number of changes or increase this
quantity using this setting.
8 = Don't smooth
Despite smoothing being the best feature of new random
floor functions, in some circumstances you may wish to
have a fragmented terrain. To remove the smooth
effect you can add an 8 value to the random smooth
parameter.
16 = Fewer Changes for hit
Same effect as "Many changes for hit" (see above) but in
this case you can reduce the default number of changes.
Tips & Tricks for 3d Terrain Generation
Random smooth commands use optional
directional white arrows to perform bigger increments of
change in the direction of the arrows.
In the picture below using a mountain effect you can see
the increment is not really regular because the mountain
generation is random. However, we get most height towards the left side
of the zone, in the direction of the arrows.

If you want a more gradual rise in
hills, don't use
white arrows but rather mix two different shape effects.
First
prepare the zone by making a smooth slope and then apply
a random smooth floor effect set with hills, as in the picture
below.

If you want a mountain in a central position of
your room, you can
mix smooth pyramid floor with a mountain effect. In the
picture below is also applied a hills effect to smooth
out the edges of our little mountain.

Hills effect works fine also
by itself, but if you want terrain like desert dunes, you could prepare the
zone putting alternate direct and inverse pyramids using only
a few
clicks of height, and then apply the hills effect with
few changes for hit, as in the picture below.

If you want to limit access to Lara in a
certain direction you can
use an effect with Mountains + Limit max height to room
height + Many changes for hit (value = 7). In this way
you can have a high natural mountainous barrier to prevent Lara
going in that
direction.

Other Shape and Texture Menu Commands
In this section we will describe some of
the commands in the Shapes and Textures menu.
Create Floor Triangular Tex
This Textures menu command permits
automatic texturing in any selected zone where there are
untextured triangles. This operation works only if the
square with the untextured triangle was textured before
splitting the square into two triangles. Let's look at an
example to better understand this.
Here we have a textured floor (figure A) to which we apply
some editing by lifting up one corner of a step (figure B).

Because of this, we now have an untextured
(new) triangle. Additionally, the other triangle of the same
tile now has the wrong texture orientation.

To resolve this problem we can select that
square (figure D) and apply the command Create Floor
Triangular Tex (SHIFT F3), which effectively applies the
correctly aligned texture to the whole tile (figure E).

Create Ceiling Triangular Tex
This command has the same target
and working mode of the Create Floor Triangular Tex command.
You'll use this command when the triangles to correct are on
the ceiling.Note that in some
circumstances the restored texture may have the wrong
orientation. This happens when you apply two edits to the
same sector before employing the above commands.
Remove Editing from
Selection
This Shapes command removes all
editing from a selected zone. (CTRL F11). The results you
get are very alike to the old Average Floor of the Features
menu but with two differences:
- Remove Editing works like the Average floor +
Average Ceiling old commands, applied at the same
moment, restoring floor and ceiling.
- The old commands of Average floor and Average
ceiling could cause crashes if applied to bound walls,
whereas the new Remove Editing command works fine even
on bound walls. This new command can even be used to
remove all texture grids from walls.
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