Tomb Raider 3 level building

Alright, after starting the TR5 level building manuel, I created a small one for TR3. This one includes the setup for some vehiles and enemies. You can also find what the NULL meshes are. The minecart setup is also included, you can now build your own minecart level.

1. Creating Levels

1.1 Needed stuff
This section goes about creating TR3 levels with TRLE. This is what you need:
- A seperated TRLE folder (only for creating TR3 Levels) that included (files with a blue number need to be downloaded below)

\WinRoomEdit.exe
\Tom2pc.exe
\Objects.h 2
\Tomb3.exe 5
\TombPC.dat 4
\Data
\Data\Main.sfx (from TR3 CD)
\Graphics
\Graphics\Wads
\Graphics\Wads\Font.pc
\Graphics\Wads\pcsky.raw
\Textures

-1 FloorEdit 2.5 - download
-2  The objects.h file from TR3 - download
-3 TR2Wad for extracting wads & textures - download
-
4 TR3 Script files with level select - download
-
5 TR3 No-CD version - download

1.2 Creating WAD & TGA
If you have these, you can start. If you don't have a WAD yet, start TR2Wad and load a tr3 level from the cd. Chose Save WAS and write the wad to the \graphics\wads folder from the tr3 level editor using the same filename as the original level. Now chose Save TGA and go to the \textures folder and name is again the same as your level.
NOTE: You can change the names if you want to, but using the original names is easier for people who just start tr3 developing. When you are an advanged user, you can change it of course.
1.3 Building Level
Start the RoomEdit program from your new TRLE folder and load the TGA and WAS file. Then just fully built your level using the following rules (TR3 limits):
- Don't place fly-by and fixed cameras
- Don't place any light other then the normal light - !current FloorEdit 2.5 doesn't support lights!
- Don't place fog-bulbs
- Don't use the BODYBAG, FLYBY and CUTSCENE triggers
- Don't use the ocb codes
- Don't use bumpmaps
- Only use wads that are in the TR3 Format. You can't use the wads that are created for the TR4 level editor.

When you are finished, press Alt+W to export the tom file. Place it in the graphic\wads folder in the tr3 level editor folder and name it the same as your wad. If the file anready exist, overwrite it. Now run the normal TR4 level convertor and build the TR4 file.
And now the trick with flooredit. Open flooredit and open the original tr3 level you decompiled. When it's opened, click Edit and chose Import TR4. Load the just created TR4 file. When that's finished, click File and Save As. Save it in the data directory from your TR3 Level Editor. Make sure is has the same name as the original level and the wad.

2. Objects

I can't find anything like OCB in TR3, so I think it doesn't exist. Here are some object settings:

Vehicles setup:

MINECART

The minecart will keep going forward on the floor. It will crash when it hits a will. When the floor is gone, it will fly down. To control it, use the floordata functions 20 and 21 (TT and Mechanical Scarab buttons in RoomEdit).
Only 20 - Curve to the left
Only 21 - Curve to the right
Both 20 and 21 - Stop minecart (doesn't work if you go to fast).
If you place a HEAVY trigger under the track, it will be activated when you swing with the wrench. To change the direction from, make a flipped room and change the curve in it. Trigger it by the HEAVY trigger under the track and you will go in another direction. Trigger the switch moveable too to make it turn. If you use the light with the direction on it, replace it in the flipped room with the light of the new direction you're going. You can also do this to make the minecart stop when you hit a switch. Just use both floordata functions in the flipped room.
If you go up a hill, the minecart will be pulled up with a chain. Place the animated chain texture on long hills. If you go to fast on curves, the minecart will fly out if it and crash and Lara will die.
If there is a static mesh on the route, Lara will get hurt if she isn't ducked.

KAYAK
The kayak needs a special setup from SINK objects and DEATH sectors. The rooms with normal water (not the rapid water) are created like normal water rooms, with a door below. These are the rooms where Lara can enter/leave the kayak. Place underwater currents to change the direction.
To make the rapid water rooms, place the textures on it (don't make them transparent) and mark them as a DEATH sector. Place the SINK objects and triggers on the floor (see TRLE manual). Don't make a water room under it, it isn't needed.
In order to get in/out the kayak you need a room with normal water and without any SINK trigger below it. Else she can't enter/leave it.
Note: the kayak doesn't look at the floordata. Is can go on land if you forgot to make the sector next too the water higher.

LASER1
Green laser, not deadly.
HOOLIGAN
Place FLAME_EMITTER1 under him to make the fire.
LASER2
Red laser, not deadly
CEILING_GUNS
Place AI_MODIFY to let it look in one direction.
LASER3
Red laser, deadly
PRISONER
Place a AI_MODIFY under him and he can't be killed.
ELECTRICITY
Puts electricity on 2 wall sectors. The wall where it points to and the wall next to it on the right. deadly

 

3. Triggers

 

3.1 Assault course clock
The assault source works with many FLIPEFFECT triggers. Here are the commands:
28 Clear clock
29 Stop clock
30 Reset clock and show
33 Add penalty seconds

3.2 Quadbike racetrack clock
The quadbike racetrack clock is also set with FLIPEFFECT triggers:

34 Start clock
35 Reset clock
36 Stop clock (End of race)