Editor Overview - How it
works
Blocks, squares and clicks.
Get used to these terms because you’ll be hearing them
frequently. The Tomb Editor is designed to work with a basic
“building block” proportioned to Lara and her movements.
Texture “tiles”, equal in scale to these basic “building
blocks”, are applied to the modeled rooms comprising each
level. Lights, objects, enemies and sounds are placed within
the model to create the worlds for Lara’s adventures!

Building Rooms
Levels are built by connecting a series of rooms comprised
of walls and “building blocks.” The floors and ceilings of
these rooms are sectioned into squares. The “building
blocks” are created when you raise a square up from the
floor or lower one down from the ceiling. Four mouse clicks
up or down equals the width of these square sections and
creates a perfect cube. (Remember all those “blocks” Lara
pushed and pulled around?!) Building blocks can range in
height from one click all the way up (or down) to however
far you are willing to push the limits! But bear in mind
Lara is only 3 clicks tall and certain texture limitations
must be considered in order to create a believable world.
The building blocks are not limited to cubes or columns with
flat tops. Corners of the surfaces can be pulled up or down
to create angled slopes and “organic” surfaces - great for
creating rocky caves or sand dunes.
Applying Textures Textures are applied to the
surfaces of the blocks to further define the block shapes
and ultimately define Lara’s environments. Each level has a
specific texture file that must be loaded in order to apply
the textures. A texture file is comprised of many 64x64
pixel “texture tiles”.
Ideally, textures are placed on square block surfaces since
textures will stretch or compress to fit the space defined
by the size of the building blocks. Overly stretched or
compressed textures don’t look their best so to allow for
this, all the vertical surfaces can be broken into smaller
segments.

Applying Lighting Effects Every room
has an RGB ambient light capability ranging from zero to
100% white light, with every color in between. Lights,
spotlights, effect lights, sunlight and shadows add drama
and help to create a real world ambience.
Placing Objects What would Lara’s world be without
objects to pick up or enemies to fight? Each project has a
specific file, or WAD (object set), that must be loaded
before the placement of objects or baddies is possible. WAD
files include the specific objects, from ammo to animated
water fountains, and at least three or four baddies per
level. Animations take up a lot of memory, so forget about
that room with 1000 scorpions! This is the time to employ
your design skills and discover new meaning to the term
“game balance”!
Placing Audio Tracks Audio tracks play an important
role in setting the various moods within a level and are as
easy as objects to trigger. After you have listened to the
audio tracks, try to imagine how and where they will add to
the overall ambience, the “drama” and game play of your
level.

Launching the Tutorial (tut1.prj)
When you installed the editor software, all your folders
were set up properly for you on your C drive. However, if
you weren’t able to install to the default directory on your
C Drive, you will get an error message when loading up the
tutorial project, or any of the example projects. If this is
the case, please refer to the Level Editor Messages section
in the Trouble Shooting guide at the end of the manual. It
will tell you what to do. Also, before going any farther,
check this FILE FLOW CHART to gain a better concept of how
everything works together and where to find files when you
need them.
Make sure your desktop resolution is set to 1024x768 and
your color depth at 16-bit. Room Editor WILL NOT RUN if
you are in 24-bit color. Using the start menu on your
tool bar, go to Core Design\Tomb Raider Level
Editor\Tools\Room Editor to open the program. (You may want
a shortcut on your desk top for quick access!) In order to
view the bottom row of buttons on the interface, press ALT +
ENTER to get rid of the Windows Bar at the top. This will
fit the entire interface to your screen.
Using the Drop Down Menu at the top of the editor interface,
look under “Project” and load the file tut1.prj located in
the TUT1 folder in the maps directory. A 3D representation
of the first room in the tutorial, or demo model, will
appear in the EDITOR WINDOW. (If your EDITOR WINDOW or any
portion of it appears black, minimize the window, then
maximize it. You’ll have to hit ALT + ENTER again to regain
your Windows bar.)
Quick Tour / Getting Familiar with the Interface
This is a good time to check out the demo model so you can
see what it is you are about to learn. You also need to get
familiar with some “key” buttons on the interface in order
to find your away around the model and the rooms that you
will soon build.
Viewing Rooms in 2D
Click on the 2D MAP button – the top left button directly
below the EDITOR WINDOW. (Buttons change from gray to black
in the “on” position.)
You now have a top down view of the entire demo model.
Notice that the first room is red while the others are blue
and gray. The colors represent different elevations:
RED: The room in which you are working.
LIGHT BLUE: Rooms at the same elevation as the room
in which
you are working.
LIGHT GRAY: Rooms above the room in which you are
working.
DARK GRAY: Rooms below the room in which you are
working.
Find the PLAN VIEW grid in the upper left corner of the
interface. The PLAN VIEW grid displays a top down view of
the selected room in light blue squares. The surrounding
gray squares represent the walls of the room, and are not
counted as part of the actual room dimensions. The black
squares represent doors or “portals” into adjoining rooms.
NOTE: One grid square = one
“building block”
Viewing rooms in 3D
Click off the 2D MAP button to view a 3D representation of
the selected room in the EDITOR WINDOW.
1. Use arrow keys to rotate the model
2. Use “page up” and “page down” to zoom in and out
Face Edit Button: Click on the FACE EDIT button to
view the rooms with textures. (If you accidentally change a
texture during your exploration, you can press “Control U”
to change it back again.)
Draw Doors Button: Click the DRAW DOORS button to
view the rooms that are attached to the selected rooms. As
you rotate the model, notice how the edges and “walls”
disappear to allow you a better working view.
Lighting Button: If you want to view the rooms with
lighting effects, click the LIGHTING button in the LIGHTING
PANEL located in the lower left corner of the interface
screen.
Selecting Rooms
Click on the 2DMAP button. Find the text window directly
below the PLAN VIEW grid. Click on SELECT ROOM button and
choose “Cropped Room” from the pop-up window, then click
“Okay”. Notice that the name of the room appears in the ROOM
TEXT WINDOW and the new room you selected appears on the
PLAN VIEW grid - it is now the “red” or the “selected” room
in the EDITOR WINDOW.
Now click on other rooms in the EDITOR WINDOW and watch as
they appear successively on the PLAN VIEW grid and in the
ROOM TEXT WINDOW below the grid.
Also, as you click on different rooms notice that sometimes
the other rooms change color as a new room becomes selected.
If the room you selected rests at a different elevation than
the previously selected room, the editor will adjust all the
colors so that you can see which rooms are now at the same
elevation (blue) as the selected room and which rooms are
above (light gray) or below (dark gray).
TIP: Here is a trick to help
illustrate these elevation differences. Select the “One
Square” room using the SELECT ROOM button. Press the ROOM +
or - buttons (from the ROOM EDIT BUTTONS) and watch as the
elevation read-out changes in the INFO BOX below the EDITOR
WINDOW. After several clicks, notice how the other rooms
change color as the small room moves above and/or below
them.
Navigating through the Model
The Flip Palette Button - At first glance you may
have thought this button had to do with the color palette
below it, but it does not. Sometimes you can’t select a room
using the mouse because it is hidden by the rooms on top…the
FLIP PALETTE button will help you find these “hidden” rooms.
Select a room then hit the FLIP PALETTE button. All of the
rooms above your selected room will disappear from view -
only the rooms on the same elevation (blue) as your selected
room and below it (dark gray) will remain. If you click
again, it will replace the rooms above. This is a highly
useful button for aiding in vertical navigation and
selecting hidden rooms and will be important once you begin
building multilayered models.
ALT + Z CRITICAL TO LEARN! “Alt Z” brings up the
“place target” cursor. You can move from one room to another
by clicking on adjoining rooms while in the 3D view (with
the DRAW DOORS button clicked on).
You can also click on the PLAN VIEW grid with the “place
target” cursor to move within that room. “Alt Z” allows you
to change the rotational axis of the room – the square you
click with the “place target” cursor becomes the new
rotational axis of the room. Get back to the default view
and axis by using the ROOM drop-down menu and clicking
CENTRE (English spelling).
NOTE: If you use the CENTRE feature
bear in mind that it places your eye level in the middle of
the room. This can really tweak your sense of proportion in
larger rooms. If the room is 20 clicks tall (the editor
default), your eye level is 19 feet 2 inches above the
floor!
Preview Mode
Click the PREVIEW button to view your model as it will
appear (well, almost) in the game. To explore around the
model you:
1. Move the mouse to the left or right to look sideways
2. Left click to zoom in/move forward
3. Right click to zoom out/move backward
4. Press “ESC” or hit the SPACEBAR to exit
This is a low resolution view that allows you to quickly fly
through and check your design and is very useful because the
editor always ends up in whatever room you fly to. The
controls feel a little clumsy at first, but you’ll get used
to them with a little practice.
Take some time to fly through all the rooms. Stop in
different locations, exit the preview mode to observe the
room on the PLAN VIEW grid and the EDITOR WINDOW. Practice
using the ALT Z command to navigate in both 2D and 3D views.
Time to get your hands dirty…
