No Collision
by George
Maciver
A simple yet difficult to grasp concept, no
collision continues to baffle new level builders. Hopefully
this tutorial will unravel its mysteries!
Firstly, there are a number of ways of joining rooms and
applying no collision but I'm only going to focus on the two
methods I use, which I refer to as the dry and the
wet methods.
The Dry Method
If you are building rocky canyons, caves,
mountains or complex architecture like this screenshot from
Catacombs of the Guardian, you are will have to use this dry
method.

To keep things simple for illustrative purposes, I've built
2 x 8x8 rooms, both 8 clicks high, and positioned them one
above at the correct heights for joining together
vertically.

In the top room, raise the floor 4 clicks as shown below
leaving triangles at the four corners.

Move to the lower room and build walls where the room above
is solid. Leave the triangle areas alone, as shown below.


Join the two rooms and if you look up from the lower room
you should see ceiling squares where the triangles of the
room above are positioned.

Select the arrows pointing inwards, towards the solid
walls, and lower the ceiling 4 clicks where shown and do this in
each corner.


The No Collision button is placed below the draw doors
button. Do not play with this button and ALWAYS ensure you
SWITCH IT OFF after use. Wrongly applied No Collision will
crash your level so don't mess around with it.

With No Collision pressed, highlight each outer corner of
each corner triangle where you want No Collision - where
Lara will not interact with the room geometry.

Do the same in the room above. Make sure you do not apply No
Collision anywhere else.

When you're done, the two rooms should look like this:


All that remains is to texture the No Collision corners on
top and underneath with transparent sky texture from the top
left black tile of the main colour palette.

The Wet Method
I use this method when joining dry land to
water rooms, as in this editor screenshot from The Loch. In
this instance you probably don't want overhangs under the
banks and want the lake bottom to shelve away from land.


After joining the two rooms, make solid walls where all the
tiles in the water room are below solid land. Then find a
corner as before. However, this time, don't select the
ceiling tile, select the floor tile!

Using the arrows again, lower the outer corner one or two
clicks if you wish Lara to stand on them in the water, or 3
or more clicks if you don't want her to stand on them. In
this case, I've used 2 clicks.

Now, CAREFULLY raise the floor tile until the inner flat
surface is flush with the ceiling. Do NOT go any higher or
you may damage your room portal. If you do, delete the
portal, flatten the ceiling and join the rooms again.

Do this for every corner tile in the area.

This time when texturing, you will have to use the grey
colour next to the black sky texture in the main palette to
colour the inner flat surface in the water rooms that adjoin
the ceiling, like so:

Additionally, if you look up from the water room you will
see flat ceiling tiles because you have not broken the
ceiling into triangles. Simply texture these with black sky
texture to make them invisible. They do not require No
Collision because Lara can stand in the water and,
therefore, will not be able to get underneath the ceiling to
require No Collision in order to surface.

Apply No Collision to the corners above the water as before.

Points to Note
Baddies can get stuck on No Collision corners
leading into shallow water. Worse than that, Lara can get
stuck there with them. Place grey box squares on these
corners, both below water and above water to keep enemies
off them.
If No Collision is wrongly applied, the Level Editor will
generate a warning error when you output your WAD.
Thankfully the Editor will tell you which rooms the errors
are in making them easy to locate and remove or fix. Wrongly
applied No Collision will crash your level so be very
careful when applying and removing this feature.
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