The NGLE Manual
Train Levels
By Adngel
Translated from Spanish by Pemon
Script:
The main characteristic of the train level is the movement
of the exterior and that if Lara hits the ground she will
die. There is no need to place triggers in the floor sectors
or death squares, the only thing needed is to modify the
script.txt
[Level]
Name= Desert Railroad
Horizon= ENABLED
Layer1= 128,128,96,7 (Red, Green, Blue, speed)
UVRotate= 11 (IMPORTANT, this command will make the rail
textures scroll)
Train= ENABLED (IMPORTANT, this command will activate some
of the train level unique
elements)
LoadCamera= 13590,-13100,13778,14313,-12871,12674,19 (The
load screen and room coordinates)
Level= DATA\train,108 (The name of the .tr4 file and initial
audio file)
This is the minimum script required for a train level.
Height:
Initially
the room floor height that will kill Lara if she makes
contact with it is at: 0 or lower, so in order to create
the level you have to create a number of rooms at a height
of =0 and then place other rooms above them to be able to
have Lara moving around the rooms.

Rooms 0, 1, 2 and 3, are placed at a floor height of 0, if
Lara is in contact with the floor she will die, the rest of
the rooms with blue sectors are where Lara will safely move.
Second are the level position and the width.
Width:
The train and the exterior have a total of 11 sectors,
the recommended sectors for the train is not more than 3
sectors wide and 4 for the exterior rooms at both sides of
the train. To avoid collision and certain bugs if Lara
attempts to jump to the moving mountains she will not be
able to reach them.

Position:
To position the train in the centre of the exterior in
movement, it has to be placed in the centre of the 2D Map in
the LE and to be moving only in a vertical layout.
(Note: the small room in the upper left side is the room
that contains the rails textures to make the scroll
animation.)
Textures:
The train, you can place any textures that you want, just
like any other type of level and to be able to see the
rails, ground and horizon you have to place the (invisible)
black texture in the corresponding sectors.
Objects:
When you have the train level in the script some of the
objects have special settings. By default some static
objects are placed in the level without the need to be
placed there by you. These are the ones that can be seen in
the moving exterior mountains and rocks. Of course you can
place them inside the train as well if you want some of
these objects in the train scenario. These are the objects
appearing every now and then in the outside scenario, rocks,
grass or railroad signs. The specific slots are:
Rock 0
Rock 1
Rock 2
Rock 3
Rock 4
These are the mountain objects that appear at the side of
the level having them as walls. They appeare in a continuous
way. Their height and width are not important and the length
is of 6 blocks for each object, 5 and half at each end.
Architecture 6
Architecture 7
Architecture 8
Architecture 9
You have to take this into consideration when you make a
train level, otherwise the exterior moving horizon will have
empty spaces or instead the famous "Mesh 0" of the wad.
This are the basics to make a train level. Perhaps the most
difficult part is to find the centre of the 2D map where it
is needed to place the rooms.
Before I finish, I’m going to comment on something
interesting about the Enemy Jeep object for this type of
level:
Enemy Jeep:
To use the enemy jeep and the baddy 2 objects, both have to
be placed 3 blocks away from the train sectors, and set with
the same OCB code to both of them. Also you have to place an
AI-X1 object with the same OCB code. When the jeep and baddy
2 are triggered the jeep will move in a straight line up to
the point where the AI_X1 object is place. After that the
jeep will reduce the speed so the baddy will jump into the
train.
The OCB code given to this objects is 10x. This means that
if you place one enemy jeep, the OCB code is 101 and if you
then want to place a second enemy jeep, the OCB code should
be 102 and so on.
NOTE: the jeep, the baddy and the AI-X1 objects have to be
placed at a floor height of -1, otherwise the baddy will
not jump into the train.


(The baddy should be placed on the same sector as the jeep,
in game he will appear on top of the jeep)
In conclusion, ideally the outside rooms at the sides of the
train should be placed at a height of floor level -1 in
order to place the jeep without any problems at the correct
height, in game the jeep will appear at the height of 0 in
accordance with the moving exterior.
For this tutorial I use the .prj file
from Michiel in www.trsearch.org, the wad I’ve used is the
one from the train level of the Last Revelation game.
Good luck if you want to start creating a train level.

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