Eidos Interactive Forums
  Tomb Raider Level Editor
  Flipped rooms?

Post New Topic  Post A Reply
profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone! next newest topic | next oldest topic
Author Topic:   Flipped rooms?
DocWillardMD
Member

Posts: 33
From:Portsmouth, Hants, United Kingdom
Registered: Dec 2000

posted 12-15-2000 09:32 AM     Click Here to See the Profile for DocWillardMD   Click Here to Email DocWillardMD     Edit/Delete Message   Reply w/Quote
Has anyone tried creating a level with flipped rooms, I seem to be experience trouble getting to grips with this feature (getting enemies to work properly in the flipped rooms) any help would be absolutely fantastic!!!

IP: Logged

Reb@Eidos
Administrator

Posts: 290
From:
Registered: Nov 2000

posted 12-15-2000 11:24 AM     Click Here to See the Profile for Reb@Eidos   Click Here to Email Reb@Eidos     Edit/Delete Message   Reply w/Quote
I think you are talking about Flipmaps, right? (There is a flip room option in the pull down menu which flips a room vertically...)For details on creating Flipmaps, refer to page 71 in the Advanced Section under Trigger Tips and Tricks. There are plenty of flipmaps you can check in the sample level projects (specific projects and rooms suggested on page 72) - reverse engineering these is an excellent way to learn how to use Flipmaps....the key command ALT + F is handy for toggling between the flipped and un-flipped rooms to see the differences. You can't place enemies in the flipmap room itself, but you can place the triggers, so to have an enemy appear in the flipped room, you place it in the original room, then use ALT + F to go to the Flipmap room to set the trigger. It's not a bad idea to create a small 'test' project of one or two rooms to practice setting up flipmaps to get a better idea how to use them, what the limitations are, etc. The manual covers the basic do's and don'ts....have fun! You can really create amazing effects using Flipmaps!

[This message has been edited by Reb@Eidos (edited 12-15-2000).]

IP: Logged

DocWillardMD
Member

Posts: 33
From:Portsmouth, Hants, United Kingdom
Registered: Dec 2000

posted 12-16-2000 12:40 AM     Click Here to See the Profile for DocWillardMD   Click Here to Email DocWillardMD     Edit/Delete Message   Reply w/Quote
Thanks Reb, took your advice (should have read the manual little more thoroughly!). I only have one question...

When I place a flipped room I also set up a flipped effect for an earthquake, unfortunately though every time I pass the trigger it sets off the earthquake. Is there any way to remove the trigger, in game, so it doesn't go off more than once?

IP: Logged

Viper S
Member

Posts: 105
From:Lake Jackson, TX USA
Registered: Jan 2000

posted 12-16-2000 10:51 PM     Click Here to See the Profile for Viper S     Edit/Delete Message   Reply w/Quote
If you only want it to go off once, then just set the trigger to "One Shot" in the "Set Trigger" Dialog Box.

IP: Logged

DocWillardMD
Member

Posts: 33
From:Portsmouth, Hants, United Kingdom
Registered: Dec 2000

posted 12-17-2000 05:34 AM     Click Here to See the Profile for DocWillardMD   Click Here to Email DocWillardMD     Edit/Delete Message   Reply w/Quote
Cheers Viper, can't believe I missed that one.

IP: Logged

All times are PST (US)

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | EidosGames.com

[Copyright 1999/2000 - Eidos Interactive, Inc.; Mpath Interactive]

Powered by Infopop www.infopop.com © 2000
Ultimate Bulletin Board 5.45c