Section 4 - Creating Water
1. In the PLAN VIEW left click once on the black area
representing the door opening. Notice in the EDITOR WINDOW
that the ledge is selected but you have an opening through
to the bottom room so there are no selected squares in the
portal where you want to place water textures.
2. With the portal selected (in PLAN VIEW there will be a
green selection line around the black portal area), click on
the TOGGLE OPACITY 2 button beneath the EDITOR WINDOW. The
entire opening now appears selected and you can see the
squares in the portal area.
3. Turn on the TRANSPARENT and DOUBLE SIDED buttons
located beneath the EDITOR WINDOW. If the TRANSPARENT
button is not turned on, your water will not look like
water. If DOUBLE SIDED is not on, you won’t see water
textures when you are in the water looking up towards the
surface.
4. Scroll down to the water textures on the TEXTURE PANEL.
Select the first texture in the group of eight. Do not
forget to turn on the FACE EDIT button.
5. Apply the texture to the surface of your water (not the
ledge, even though it is red). If everything is working
properly, you should now see a square of transparent water
and the room below it. Apply water textures to the rest of
the water surface.
TIP: It is best to use ALL the
textures from the group of eight water textures and apply
them randomly. If you use only one of the textures, all your
water squares will animate on the same cycle and your water
will look less convincing.
6. The animation range for the water textures should already
be set, but you should check it just to become familiar with
this function, since you will have to do this once you
strike out on your own! At the bottom of the TEXTURE PANEL,
click on the ANIMATION RANGES button. This will bring up a
window with all the textures. The water textures should have
a green line around them. If not, select them and click
okay. If the animation range is not set, the water will not
be animated!
7. If you haven’t already done so, in the room above the
water room, you can click on the “R” button located next to
the “W” button of the Room Edit buttons. This sets the
amount of reflectivity from the water onto the walls above
the water room.
8. For the final touch, in your water room, “Stack Pool X”,
set the ambient light to 0,52,100 to give your water a more
bluish cast!
Creating the Water Tunnel Exit from the Stacked Rooms
You need a water passageway connecting the water room with
the next series of rooms you will soon build. Real world
physics don’t apply to water in Lara’s world. Water will NOT
try to seek an equal level!
Refer to the demo model “Halls 3 and 4” to get an idea of
how to construct the passage leading out of the pool at the
bottom of the Stacked Rooms. “Hall 4” is 20 clicks in height
and has a rounded bottom. If its construction looks
intimidating, either copy and paste it from the demo model,
or just make it a straight hall, keeping the ceiling
elevation at –16. Remember to press the “W” button (from the
Room Edit buttons) to assign water characteristics.
“Hall 3” is a small connecting room between “Stack Pool” and
“Hall 4”. It also needs to be designated a water room. Place
a door (Door_Type4) here to prevent Lara from exiting the
Stacked Rooms until she has picked up the first puzzle piece
you will soon place there. In other words, you will set up
the game play using special triggers so that players will
not be allowed to nearly finish the level then discover they
must backtrack in search of a missing puzzle piece!
