Yasin Member Posts: 119 From:Netherlands Registered: Jan 2002
|
posted 01-26-2002 03:09 AM
Jumping forward and back between 2 levels--------------------------------Level jumping forward and back is used when you’re out of memory or the level became too large but you haven’t finished it yet. Don’t worry, you can divide your level into 2 pieces. But still will count as 1. The trick is simple, you need 2 prj’s and 2 wads. Even if you do use 1 wad for the level you need 2. Since each project uses a tom file. This way you need 2 tom files for your level. If you want to keep your own custom wad, copy all 9 files ???.WAD ???.Was and so on. Rename then into something else. For example if got Jungle.Wad rename it to Jungle2.wad. Now create 2 prj’s. Simply launch the room editor and save this project as A. Now save the same project again but as B.prj Lara must jump from A to B and other way. Load A.prj, load your objects and texture set. Texture the floor with anything you like. This is just a test so no need for complicated room architecture. Place Lara somewhere the level. Now place somewhere in the level a Lara_Start_Position null mesh. Save the project. Now load B.prj. Load your texture set and the other objects ( the copied and renamed wad serie example Jungle2.wad. Do the same thing as you done in A.prj. Texture the floor, put a lara and a lara_start_position null mesh. Save this project and load A.prj. Now we need to set up a finish trigger. Select the LPS ( lara start position ) and press “o”. This will bring up the ocb window. Type in the field “1”. Press enter to confirm the number. If you don’t press enter the editor won’t save your number. Same goes for timer fields and other fields. Select an other square and set a finish trigger. Look in your script file to find out which number this level has. Your script file order is important Look down here. [Options] LoadSave= ENABLED Title= ENABLED PlayAnyLevel= ENABLED InputTimeout= 18000 ; frames * seconds = 60x30 FlyCheat= ENABLED Security= $55 DemoDisc= DISABLED
;-------------------------------------- ; Title ;-------------------------------------- [Title] LoadCamera= 84246,-533,78233,81622,-1514,78208,40 ;src x,y,z target x,y,z, room Level= DATA\TITLE,104 ;-------------------------------------- ; Levels ;-------------------------------------- [Level] Name= Start round Legend= Your quest is to find The Forgotten City of Sanus Horizon= DISABLED Layer1= 160,160,192,7 PuzzleCombo= 3,1,Cartouche Piece 1, $0000,$0400,$0000,$0000,$0000,$0002 PuzzleCombo= 3,2,Cartouche Piece 2, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 3,Tablet, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 5,Eye Of Horus, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 5,1,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 5,2,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 Puzzle= 6,Star Amulet, $0000,$0400,$8000,$c000,$0000,$0002 Puzzle= 8,Solar Star, $0000,$0400,$8000,$c000,$0000,$0002 LoadCamera= 0,0,0,0,0,0,255 LoadCamera= 11088,-1100,28896,11119,-1399,31486,0 Level= DATA\TUT1,101 [Level] Name= Pyramid of Cheops (outside) Horizon= ENABLED Layer1= 128,128,128,-8 ColAddHorizon= ENABLED LensFlare= 250000,-32000,110000,128,96,0 Puzzle= 5,Portal Guardian, $0008,$0600,$8000,$f000,$0000,$0002 PuzzleCombo= 5,1,Ornate Handle, $0002,$0500,$4000,$1000,$0000,$000a PuzzleCombo= 5,2,Hathor Effigy, $0016,$0400,$8000,$0000,$0000,$0002 Mirror= 69,$7400 Puzzle= 3,Golden Star, $0000,$0500,$0000,$0000,$0000,$000a Puzzle= 6,Corridor Door Gem, $0000,$0300,$0000,$0000,$0000,$0002 Puzzle= 10,Wooden Knot, $0011,$0400,$0000,$0000,$0000,$0002 Puzzle= 11,Wooden Pillar, $0013,$04b0,$0000,$0000,$0000,$0002 Puzzle= 12,Black Beetle, $0008,$03b0,$0000,$e000,$0000,$000a Pickup= 1,Broken Beetle, $0008,$03b0,$0000,$e000,$0000,$000a Key= 1,Token, $0013,$0200,$4000,$0000,$0000,$0002 Key= 10,Element Key, $0008,$0300,$8000,$e000,$0000,$0002 LoadCamera= 72227,-9216,65129,72056,-9668,68004,4 Level= DATA\COASTAL,105 [Level] Name= Pyramid of Cheops (inside) Puzzle= 1,Eye Of Horus, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 1,1,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 PuzzleCombo= 1,2,Eye Piece, $0017,$0500,$0000,$0000,$0000,$0002 Puzzle= 2,The Timeless Sands, $0018,$0300,$0000,$0000,$0000,$0002 PuzzleCombo= 3,1,Cartouche Piece 1, $0000,$0400,$0000,$0000,$0000,$0002 PuzzleCombo= 3,2,Cartouche Piece 2, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 3,Tablet, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 4,Ra Cartouche, $0000,$0400,$0000,$0000,$0000,$0002 Puzzle= 7,Triangle Key, $0009,$0300,$0000,$0000,$0000,$0002 LoadCamera= 0,0,0,0,0,0,255 LoadCamera= 22914,-258,58555,24058,-1431,60624,23 Level= DATA\SETTOMB,108 [Level] Name= Underground City Burials Puzzle= 2,Sacrat Scroll, $0006,$0400,$0000,$c000,$0000,$0002 Puzzle= 3,Golden Star, $0000,$0500,$0000,$0000,$0000,$000a Puzzle= 5,Portal Guardian, $0008,$0600,$8000,$f000,$0000,$0002 PuzzleCombo= 5,1,Ornate Handle, $0002,$0500,$4000,$1000,$0000,$000a PuzzleCombo= 5,2,Hathor Effigy, $0016,$0400,$8000,$0000,$0000,$0002 Puzzle= 6,Corridor Door Gem, $0000,$0300,$0000,$0000,$0000,$0002 Puzzle= 10,Wooden Knot, $0011,$0400,$0000,$0000,$0000,$0002 Puzzle= 11,Wooden Pillar, $0013,$04b0,$0000,$0000,$0000,$0002 Puzzle= 12,Black Beetle, $0008,$03b0,$0000,$e000,$0000,$000a Pickup= 1,Broken Beetle, $0008,$03b0,$0000,$e000,$0000,$000a Key= 1,Token, $0013,$0200,$4000,$0000,$0000,$0002 Key= 10,Element Key, $0008,$0300,$8000,$e000,$0000,$0002 LoadCamera= 37332,-617,76143,39802,-1419,74960,7 Level= DATA\Burial,108 [Level] Name= Sun Temple of RA Puzzle= 2,Sacrat Scroll, $0006,$0400,$0000,$c000,$0000,$0002 Puzzle= 3,Golden Star, $0000,$0500,$0000,$0000,$0000,$000a Puzzle= 5,Portal Guardian, $0008,$0600,$8000,$f000,$0000,$0002 PuzzleCombo= 5,1,Ornate Handle, $0002,$0500,$4000,$1000,$0000,$000a PuzzleCombo= 5,2,Hathor Effigy, $0016,$0400,$8000,$0000,$0000,$0002 Puzzle= 6,Corridor Door Gem, $0000,$0300,$0000,$0000,$0000,$0002 Puzzle= 10,Wooden Knot, $0011,$0400,$0000,$0000,$0000,$0002 Puzzle= 11,Wooden Pillar, $0013,$04b0,$0000,$0000,$0000,$0002 Puzzle= 12,Black Beetle, $0008,$03b0,$0000,$e000,$0000,$000a Pickup= 1,Broken Beetle, $0008,$03b0,$0000,$e000,$0000,$000a Key= 1,Token, $0013,$0200,$4000,$0000,$0000,$0002 Key= 10,Element Key, $0008,$0300,$8000,$e000,$0000,$0002 LoadCamera= 51712,-1776,19970,49982,-2275,17689,37 Level= DATA\CATACOMB,108 This is a example of a script. If you want to jump from Start round to Pyramid of cheops ( outside ) then you must know which level has which number. Start round is my renamed level. The original name is Tutorial level. So the 1st lines in the script is number 1. Question: But where does the 1st number start ? It starts here... ( look down )
[Options] LoadSave= ENABLED Title= ENABLED PlayAnyLevel= ENABLED InputTimeout= 18000 ; frames * seconds = 60x30 FlyCheat= ENABLED Security= $55 DemoDisc= DISABLED ;-------------------------------------- ; Title ;-------------------------------------- [Title] LoadCamera= 84246,-533,78233,81622,-1514,78208,40 ;src x,y,z target x,y,z, room Level= DATA\TITLE,104 ;-------------------------------------- ; Levels ;-------------------------------------- When it says "level" it starts. The 1st following lines for the level is number 1. In this case Start round is number 1. Pyramid of cheops ( outside ) is number 2 and so on.
So now we know that we need number 1 and 2. In your A.prj we meed to setup a finish trigger select anywhere you like where a place where Lara finishes this level. Press the pink button. Now open the trigger settings window. And set finish. Next to finish there is a field. Enter "2" in this field ( don't forget to press enter to confirm the number ). And also put a "1" in Timer field. Congratulations we are done with project A. Save the project and output the wad Lets also finish B. Load Project B. And select the LPS ( lara start position ) bring up the ocb menu just like you did in A.prj. Put a "1" in the field. Now select again a place to setup a finish trigger. This will make lara jump BACK to A.prj Press the pink button and bring up the trigger settings window. Set to finish and enter number "1" next to finish field. Also put a Number "1" in timer field. Good job ! Now to notice if Lara did jumped add a medi package or something in this project. Or you can also texture the floor differently then the other level. Save the prokect and output it. How it works ------ In A.prj the player will start where lara object is placed. When you walk over the Finish trigger you will jump from A to B. If the jump was correct you should see your changes you made in this level. If she did jumped succesfull walk over the finish triggers in this level and if correct. You jumps back to A level. In your real levels. Add the finish trigger in a special place where the player must pass over. Remember the tut.prj when lara walks out side and slides down the pyramid. Well she cant avoid these finish triggers. So she is forced. Thats why you must put the finish trigger carefully. The LPS is the start place when she jumps. [b]Lara wont start where you place 'lara object' cause you placed a LPS[b] So for example if you enter a corridor and you finish the level its logic when you also start again in the same corridor. Its feeling like the same room but it is the next level. So when the player decides to walk back he will jump back and start in level A in the corridor again. To do something like this Look down here. -------------------- In this picture you can see how to give the player the feeling like mentioned above. When the level loads you will start where lara object is. The finish trigger is in front of the LPS. --------------------
This is a lighting version. The player wont see whats at the end of the corridor. Its too dark. So when the player walks over to see whats there he/she will step on the finish trigger and be jumped to Next level --------------------
This is the next level. A quick example here. Its almost the same only this time the corridor is locared on the right. Now the player will start where the LPS is. And not where lara is. The lara object is always needed since the game crashes without it. Now when the player walks back in the dark corridor he/she will jump to level A again and start at LPS. ------------------ The best thing and last thing is to try ( ^_^ )=b IP: Logged |