The NGLE Manual
New Windows
and Keyboard Commands
In the NGLE program some old windows have been
replaced with new windows with the same functions but which
also contain
more information.
Select Object Window

Description of columns
Name
This is same slot name you find in objects.h file in
trle folder.
Slot
Slot index for current object
Type
Whatever the object type may be - Moveable, Static or Sprite
Mesh
Number of meshes that form the object. Statics always
have one mesh. Sprite has no mesh but a single face.
#RMI
Relative Mesh Index. This is the index number of the first mesh
of the current object. This is the same value you see in StrPix
as #mesh. You could perform an output list (F1)
and print the list to have references for each object
to locate easily its mesh in Strpix.
#AMI
Absolute Mesh Index. This is an absolute index value of
the first mesh of the current object. Theoretically (if unofficial
tools work fine) this index should always be the same
even when you add or remove objects from your wad. This
is true overall for important meshes, like the single
mesh of moveables.
Vert
Vertices. Number of vertices that form the first mesh of
the current
object
Coll
Collision. There is some doubt about the meaning of this
field. However, it should be the collision used only for
the collision sphere of moveables. It should be ignored for
statics.
Anim
Animation Index. Index of the first animation for the current
moveable (not used for statics and sprites).
Hot Keys
- SPACE: Change from alphabetical to
numeric sorting
- F1: Show text with current list
- Any literal character: Select first row starting
with corresponding literal
- ESCAPE: Close window aborting selection
- ENTER: Close window selecting current row
Select Room Window

Description of columns
Name
Room name. If room is not yet used the name will be
empty followed by the room index.
Size
Room size in blocks, excluding bounded walls.
Height
Room height in clicks. This value is given by max
ceiling - min floor
Effct
Number of Effects in room. Effects are: lights, spots,
sinks, shadows and flyby or fixed cameras
Trigg
Number of triggers placed in this room
Items
Number of moveables + statics placed in this room.
Buttons
This field show the list of room type values for this
room. Possible settings are:
- Water: Flood room
- Outside: Outside room, Lara's ponytail will move
with the wind
- Rain: In current room is rain (set in Water Wave intensity 1-4)
- Snow: In current room is snow (set in Water Wave intensity 1-4)
- Damage: Lara loses life while she is current
room. Set damage with DAMAGE script command.
- QuickSand: Current room contains quicksand
- Cold: Cold room. Above ground, Lara's breath is
visible; in water rooms, Lara will take cold damage
and lose health when it runs out.
- Reflex: Set with [R] button
- Mist: Set with [M] button
- NonLensFlare: Set with [NL] button to avoid
lens flare effect in the current room
- Horizon: Room editor set it byself to signal
rooms where the horizon is visible
Hot Keys
- SPACE: Change from alphabetical to
numeric sorting
- F1: Show text with current list
- Any literal character: Select first row starting
with corresponding literal
- ESCAPE: Close window aborting selection
- ENTER: Close window selecting current row
Animation Range Window

You can select an animation range in
the same way as with the old room editor - use right mouse button to select an animation range
and keeping
the button down drag to select the range of desired
textures. Use the left mouse button to select an animation range already
created.
Buttons
Delete Range button
Remove selected (red frame) animation range
Test button
Start a preview of the current animation range. This preview
will use the frame rate currently selected in the right
combo box. The preview will continue until aborted by hitting
the ESCAPE
key.
Assign button
Assign to the current animation range (in red frame) the
frame rate value showed in the left combo box. It is necessary
to hit this button to assign frame rate. If
you don't assign the frame rate to the animation range,
it will be visible
in preview mode but will be lost when
you close the window.
Reduce button
This button is visible only with v50 projects, that is
with
projects using textures 128x128 pixels as the default. This
button reduces temporarily the size of textures to 64x64 pixels to host more textures
on the page.
Frame Rates
You can set different frame rates for each animation
range. The default frame rate in tomb raider is 30 fps (frames per
second). This default frame rate is very high and is
therefore only good for long animation ranges. Now with the
facility to use lower frame rates you can
use fewer textures to get decent animations. As an example, animated gifs
usually have a frame rate of 5
to 10 fps.In addition to fps you
can also use spf (seconds per frame) settings, slowing down
animations even further. For example if you have a setting
of 3 spf, the texture will change only after 3 seconds.
Sound Texture Window

In this window you can associate sounds and bump
map effects to
specific textures. Now you can
select a a wide range of textures and assign a sound or bump
map effect to the whole
range.
Note that you can set sound and bump map effects only
to the first 256
textures. Beyond that point, textures will appear with a red cross
through them.
Assign Sound button
To assign a sound, click on the Assign Sound
button when there is a texture (or a texture group)
selected. This must be done or no sound will be assigned to
any selected textures.
Test button
You can play the sound sequence for
the current texture
by clicking on the Test button. You can also select in
the combo box any sound and hit the Test
button to hear it. This operation doesn't change any sounds assigned
to current textures.Note that the sound you hear with
the Test button is not exaclty
the same as you'll hear in game. Some changes to pitch will be not performed
using the Test button. Moreover, the sequence
of sounds in game will be overlapped while the Test button
will only play a common sound sequence. When you select a sound type in
the combo box, the specific samples name used will be
displayed in the info row.
Assign Bump button
Assign current bump map effect to selected texture/s
New Keyboard Commands
