Section 2 - Shaping the
Blocks

It is to your advantage to take some time
now to learn more details about the “building blocks” and
how they can be manipulated and textured. So far you’ve
learned a few basics, but in this section you will learn
additional skills for creating a finely tuned model. You
will learn and practice these skills in a room called “Block
Party”. Near the end of this section you will return to your
model to put these new skills to the test. Find “Block
Party” by using the SELECT ROOM button or click on the room
in the upper right corner of the EDITOR WINDOW (the one that
isn’t connected to anything!). Confirm that you have located
the right room by checking the name in the text window above
the SELECT ROOM button.
The White Arrows – what is their purpose?
You may have noticed if you click a square or wall section
twice that white arrows appear. (One arrow per surface on
floor or ceiling squares, one per texture panel on the wall
sections. Arrows never appear on the sides of raised/lowered
floor or ceiling blocks.)
These white arrows give you more control over modeling and
texturing. You can add slope to floor and ceiling squares
and you can make subtle but important adjustments to wall
panels so that texture maps line up properly and/or are not
distorted. You will learn more about these arrows throughout
this section. To simplify matters, most of the instructions
refer to the floor squares, but you are encouraged to try
everything with the ceiling squares, too.
Manipulating Surfaces with Arrows
There are a few ways to create sloped surfaces. Here are the
ways to create sloped surfaces using the white arrows.
A Single Square Slope
1. On the floor of “block party” (with FACE EDIT off) select
a single square by left clicking once. Now left click on it
again to see the arrow. (Notice that the arrow also appears
on the highlighted ceiling square directly above) If you
continue to click, the arrow will move clockwise 90 degrees.
The arrow always points to the edge that will be raised or
lowered. The arrow disappears after 4 clicks or you can
right click at any time to get rid of it.
2. With the arrow visible, left click the FLOOR + key once
to raise by one click the side the arrow is pointing to (a
right click raises it 4 clicks) then take a look at the
slope you created. Now experiment a little using the + and –
keys of both the FLOOR and CEILING buttons. Click more than
once to create a steeper slope.
3. Click again on the sloped surface of your floor square to
rotate the arrow by 90 degrees. Hit the + button a few
times, rotate again, and so on. Don’t forget to right click
the arrow “off” when/if you want to raise the entire block
without changing the slope.
Multiple Square Slopes
1. Right click and drag to select a single row of floor
squares (5 or 6).
2. Once selected, click on any of the selected squares.
Arrows will appear on every square. If you right click, the
arrows will disappear but you will also deselect all but the
square you clicked. If you want to get rid of the arrows but
retain your selection, it is better to click 4 times.
3. With the arrows visible and pointing perpendicular to the
length of the row you selected (see illustration), click the
FLOOR + button once to create a uniformly sloped row. Select
another row on the up side of the slope. Raise the row by
one click then left click to bring up the arrows. Rotate the
arrows so they point the same direction the arrows in the
previous row pointed. Now raise a one-click slope. You get
the idea…
4. Now select an area 6x6 or so. Left click again to bring
up the arrows. Click on the FLOOR + button. Deselect and
grab the row next to the up side of the sloped row. Without
the arrows on, raise it by one click. Raise the next row by
two clicks and so on. As you can see, there are any number
of ways you can get the same
results. By playing around with these features, you will
find what works best for you.
Raising Corners – breaking the surface plane
(creating “triangles”)
1. Select another floor square and left click again to bring
up the arrow. Now hold down the control key as you left
click…notice that the arrow points to each corner on the
surface of the square instead of each side. Each click moves
the arrow 90 degrees. (To revert back to a side, release the
control key and click once.)
2. With the arrow pointing at a corner of a single floor
square, click once on the FLOOR + button to raise up the
corner. You now have a diagonal line running through your
square that has created two triangles. One triangle is
sloped, the other is flush with the surface of the floor.
3. Select another square and raise it up several clicks. Now
hold down the control key and point the arrow at one corner.
Raise the corner one click. Rotate the arrow to the opposite
corner and lower that corner by one click. Now you have a
smooth slope, without the triangular segment.
Raising Planes – pulling up slopes by elevating surfaces
This is a fast way to get some results! Whenever you
raise/lower a corner of a square or an entire square with
the control key held down, the edges of the squares next to
the selected square will remain attached and raise/lower
along with the square you are manipulating. The edges of the
adjacent squares that are not attached to the square you are
manipulating will remain on their original plane.
1. Select a single square; click again holding down the
control key in order to point the arrow at a corner.
Continuing to hold down the control key, right click on the
FLOOR + button. You just made a little pyramid 4 clicks
high.
2. Now select nine squares and raise them up two clicks.
3. Deselect, then click once on the center square to
highlight it.
4. Holding down the control key, click the FLOOR + button
twice.
5. Now select one of the corner squares and left click again
to bring up the arrow. Hold down the control key to left
click until the arrow points to the outward corner.
6. Click the FLOOR – button twice. Now you have smoothed out
the plane and changed the shape of the sides of the block.
7. Try making a lowered or depressed surface by following
the directions above but doing the opposite each time (lower
instead of raise, etc.)
8. Play, play, play! Using the control key to modify
surfaces is a fun feature and a quick way to create
undulating surfaces!
NOTE: In the PLAN VIEW grid the
selected square will have a single red line on the side of
the square where the arrow is pointed. When the arrow is
pointing to a corner you will NOT see any red line.
Manipulating Surfaces without using Arrows
(Creating Random Surfaces such as caves, drifted sand,
etc.) Under FEATURES in the Drop Down Menu are numerous
options to facilitate creating random surfaces – they are
especially useful when dealing with large areas! Below are
the basics but please experiment with these features; this
manual would be too long if every possibility were outlined!
One note of caution –when selecting these features from the
Drop Down Menu it is easy (by slip of the mouse) to
accidentally select a square on the PLAN VIEW grid outside
the area of the room you are working in. If you have
accidentally selected a square and use “Average Floor” or
“Average Ceiling” it will cause the program to crash.
TIP: The UNDO and REDO buttons
under EDIT in the Drop Down Menu work with all the FEATURE
functions!
Random Floor Up/Down and Random Ceiling Up/Down
Select the entire floor of the “Block Party” room. (Control
Z or “Select All” under EDIT in the Drop Down Menu). Find
FEATURES in the Drop Down Menu bar and choose “Random Floor
Up” (F1). Now look at the floor…the squares are a random mix
of flat and sloped surfaces. With the floor selected if you
alternately press F1 and F2 (Random Floor Down) several
times, you can better see how this feature works.
Of course you’ve never seen a floor like this in any Tomb
Raider level because Lara would get stuck where the angles
are too acute, and besides, there are holes in the world.
(All those white spaces are missing polygons. If you turn on
FACE EDIT you won’t see textures covering these “holes”.)
Here’s the fix….
Smooth Floor and Smooth Ceiling Select the entire
floor again (if it isn’t still selected). Under FEATURES in
the Drop Down Menu choose “Smooth Floor” (F9). An instant
fix…well nearly! Notice that some of the ragged edges and
steep slopes remain…Here’s a good test of your skills. (You
will have to use the arrows for the fix.) Choose one of
these ragged areas and using what you know about
manipulating corners, see if you can make a smooth
transition from one polygon to the next.
Create a random ceiling above your random floor; experiment
with bringing the areas next to the walls down lower than
the central areas. On the floors, bring the areas next to
the wall up a little higher. Beginning to look a bit like a
cave?
NOTE: FIND ILLEGAL SLOPE button.
“Smooth Floor/Ceiling” can’t always fix all the slopes or
angles that will cause problems for Lara. When two steep
slopes create an acutely angled “valley”, Lara will get
stuck and begin to dance an “Irish Jig”! To find out if you
have created any such angles, click on the FIND ILLEGAL
SLOPE button located below the EDITOR WINDOW. Each
successive click of the button will locate a new slope until
no more can be found. Of course, you should fix them as they
are pointed out.
Average Floor and Average Ceiling You are already
familiar with this feature since you used it to smooth out
the ziggurat ceiling in the copy of the first room you
constructed. When you use this feature, always check the
elevation of your floor /ceiling afterwards…you may have to
raise or lower it. Remember, these buttons average the
height and depth of the polygons and you may end up with a
different elevation than what you started with.
Go ahead and average your floor and ceiling so you can start
with a smooth surface again. Remember, only highlighted
areas will be affected by these commands.
Flatten Floor and Flatten Ceiling Select the entire floor
and modify it using the F1 and F2 keys (Random Floor up and
down). Choose the “Flatten Floor” function from FEATURES on
the Drop Down Menu. Now look at the floor…Flat tops on all
your polygons! You’ll see another use for this function in a
minute…
TIP: Cut and Paste If you have
created an area you are really happy with and would like to
use it elsewhere or if you have a situation requiring
repeated features such as a row of columns, follow these
simple steps:
1. Select the area you want to copy, then under EDIT in the
Drop Down Menu, choose Cut or Control C (don’t worry, it
won’t “cut” anything out of your model).
2. Now select the area where you want to place the copied
section, and choose Paste or Control V.
Try this feature by selecting the area with the column (try
nine squares with the column in the center) and press
Control C. Now go to a corner of the room and select 9
squares and press Control U. Nice time saver, huh? You can
paste sections of your model into other rooms, too, if you
wish. This function will copy the textures on the portion of
the model you have selected, but not lights.
Understanding Arrows on Wall Texture Panels
You have more than likely seen the arrows on the wall panels
by now. If not, left click twice and you will. You can get
rid of them by right clicking or continuing to click as with
the floor and ceiling squares. In addition to the arrows,
you will see X’s on some of the panels. These X’s serve two
purposes; one they behave like locks in that you cannot
manipulate a panel containing an X. Two, they help orient
you within the room.
1. North wall: all panels display X’s on the third click.
(Click one highlights the panel in red, click 2 brings up
the arrows, click three the X’s.)
2. East wall: the top one or two panels display X’s on the
second click (and X’s on the bottom one or two panels on the
4th click).
3. South wall: all panels display X’s on the 5th click.
4. West wall: the bottom one or two panels display X’s on
the 2nd click. (and X’s on the top one or two panels on the
4th click)
You only need to use the control key with the East and West
walls to point the arrow to a corner. When the arrow is
pointing to a corner, you can move that corner up or down
using the FLOOR/CEILING + or – keys.
There are times when due to some tricky modeling it is
necessary to go in and manipulate these panels in order to
line up textures or to control distorted textures. If
somehow your wall texture panels become distorted, you need
to know how to fix them! Experiment with the following:
1. In Plan View, select the entire floor AND all the gray
squares.
2. Now hit F1 a few times, then F2 and finally F9 to smooth
things out a bit. Do the same with the ceiling. (F3, F4 the
F10)
3. Look at your wall texture panels now! Pick out a texture
with a distinct horizontal pattern and using the TEXTURE
WALLS button, apply to all the walls. Turn on FACE EDIT to
see how bad textures can look if these panels get distorted.
4. Turn off FACE EDIT and select a distorted wall panel. Try
to adjust the lines by rotating the arrows and using the
FLOOR/CEILING + or – keys. (Point the arrow at a downward
corner of one of the distorted panels, then hit the FLOOR +
button to lift it up. Sometimes it is trial and error.
5. Don’t panic! There is an easier way to at least get the
panels horizontal again. Select those you wish to straighten
out and click on F5 and F6 (Flatten Floor and Ceiling
buttons) and they will snap into horizontal positions again.
You will then have to adjust them vertically, but that’s a
piece of cake.
Texturing Triangles (“Broken” Surfaces)
you know, a square surface is broken into two triangles when
one of the four corners on the square is no longer on the
same plane as the other corners. Notice when you click on a
texture in the texture panel, the square divided diagonally
by a green triangle within the red outline of the selected
square. That green triangle represents the area on the
texture that can now placed on the triangle shape of your
“broken” surface. You can left click in each corner of the
texture panel square to change the orientation of the
triangle, until it corresponds with the diagonal division of
the floor or ceiling square you are texturing. If you like
puzzles, you’ll have fun texturing these triangular
segments!
This quick exercise should help clarify the concept:
1. Select a flat floor square and click again to bring up
the arrow. (The arrow should be pointing left if your model
hasn’t been rotated. If the arrow isn’t pointing left,
rotate your model now.)
2. Holding down the control key, click once to rotate the
arrow to point in a Northwesterly direction (up and to the
left). Raise the corner one click to break the surface.
3. Find the King Tut head on the TEXTURE PANEL (or any other
texture with a distinctive pattern). Left click in the upper
left corner of the texture.
4. Turn on the FACE EDIT button and go back to your square
and click on the upper left triangle. You should see the top
left portion of King Tut’s head.
5. Go back to the TEXTURE PANEL and left click on the bottom
right corner the texture square.
6. Go back to your square and click on the bottom right
triangle. They should match up perfectly.
7. Take a few minutes to rotate each texture triangle on
your model so you can see how the textures distort when they
aren’t placed in the correct direction, and how they kind of
visually “snap” into place when they are.
8. Repeat the process above using a texture without such
obvious markings.
Time to put your new skills to use…
