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Section 4 - Texturing and Lighting your Stacked Rooms

You are probably beginning to really appreciate all the work that goes into creating a level! At this point, you need to go back into each room (unless you were one step ahead and already did it) and adjust your wall panels so you can get down to the business of applying textures. Make sure you apply the climbing and monkey swing textures appropriately.

Place the lights while you’re at it. Check the demo model for reference if you need/want to.

Connecting your Stacked Rooms to “Hall Up”

Move your connected Stacked rooms so they are centered and just to the east, or right side of the sloped hallway. (Make sure the rooms are flush but not overlapping.) Because of the way it was constructed, you CANNOT select the squares from the east end of the hallway to create your door connection. Instead, you need to go into “Stack2X” and locate the 2 center panels from the corresponding wall (the west, or left side of “Stack2X”). Now click on the DOOR button - you should be inside your hallway, looking downward. Go into PREVIEW MODE and check out your new real estate!

Placing Objects and Setting Triggers in the Stacked Rooms

Earlier you placed most of the objects, then returned to set the triggers. Now we will list the objects along with instructions for setting triggers - you can decide which way you prefer to work! You are about to learn how to create a Pick-Up trigger – a type of trigger that will allow you more control over how events unfold within your level.

In the Stack Top Room:

Object: Torches (Animating2) and flame (Flame Emitter2). If you place the Flame Emitter on the wall, it will actually be “outside” the wall (therefore not visible unless you rotate your model) Use your Control + Cursor Arrow command to bring it back inside and then raise it to the proper height. You can also place it on the “floor” square of the ledge and then position it.

Trigger: The torches need to light before Lara gets into the room - a good place to trigger them is at the bottom of “Hall Up X”. Look at the demo model for the exact placement, then select one Flame Emitter at a time and set the triggers.
________

Object: Pedestal (“Furniture2”)
Trigger: None
________

Object: Puzzle piece (“Puzzle_Item5_Combo1”). The easiest way to place this on top of the pedestal is to first place it on the square next to the pedestal, raise it up 4 clicks then move it over using the Control + Cursor Arrow. Rotate it 45 degrees with one right click. How will Lara know in-game to not bend over to pick up this puzzle piece, since most pick-ups are on the ground? YOU must set the special parameters to flag how it is to be retrieved.

1. Select the puzzle piece then press “O” on your keyboard. This will bring up the “Object Code Bit” settings box.

2. In the window just above the OK button, type in the number 68. (Press ‘Enter’ for the number to stick, then press ‘okay’). Why 68? Numbers have been coded to call forth specific actions. 4 is the number that tells Lara to pick something up from a low pedestal rather than the floor. 64 is needed to activate the “pick-up” trigger that you will set for this puzzle item. (A complete list of these numbers and what they do is located in the Reference Section - General WAD Objects – Special Instructions and Code Bit Settings).

Trigger: Special Pick-Up Trigger Before placing the trigger for the puzzle piece, a little background….When Lara picks up the puzzle piece from the pedestal, a camera is activated that shows not only where she is in relation to the door at the bottom of the pool, but that her action caused the door to open as well. Setting up triggers for sequenced events takes a little time to learn, but it is all quite logical and not so intimidating as long as you remember some basic rules about triggers. You can stack as many simple triggers as you like without a problem, but if you begin mixing in special triggers (such as a pick-up trigger) or start assigning special parameters to triggers, you run into problems since you cannot overlap special triggers. (This rule can be used to your advantage sometimes, but more on that when the time comes!)

A pick-up trigger causes another event to happen the moment Lara picks something up. In this case, the camera is triggered. Since the flyby camera takes a few moments to scan the view down to the door, you would miss seeing the door open unless you could somehow delay its opening. However, to put a delay timer on the door would cause an overlap of special triggers! What to do? The flyby camera, which you will learn about soon, has some special capabilities that will make it possible to open the door up at the right time….this involves yet another type of special trigger…..fun, huh?

Setting the Pick-Up Trigger for the Puzzle Piece

1. Select the puzzle piece then click on the square below the pedestal and press the pink Trigger button.

2. Now click on the “Object Trigger Text Window” next to the trigger button. It should read “PUZZLE_I” in the upper right corner.

3. Click in the box next to the word “Type” and select “pick-up” from the menu, then click “OK”.

4. Now hit “OK” in the ‘Set Trigger Type’ window and you’re set.

If you checked the triggers in the demo model, you noticed a few other triggers on this square….you’ll get to those soon! All triggers placed on a square with “ pick-up” trigger will not trigger until Lara picks up the item with the “pick-up” trigger.

Stack 2 Room:

Object: Statues (“Animating7”) Place on either side of the entrance to the room.

Trigger: None

Stack 3 Room:

Object: Uzi (“Uzi_Item”) Place on ledge in the corner.

Trigger: None

Stack Pool Room:

Object: Crossbow Ammo (“Crossbow_Ammo3_Item”) Place anywhere in bottom of pool.

Trigger: None

TAKING A LOOK

Time to check out your new rooms, objects and triggers you set. Of course, the pick-up trigger won’t work until you set up the camera, but it is a good time to take a break before beginning the section on cameras.


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