TOMB RAIDER TOKYO 2000
Level.1
STUDIO UMMO

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To play (PC):

1. Make a new game folder. I.e "TrTokyo"

2. Inside put:
english.dat
script.dat

3. Inside the game folder, make 2 more folders named:
AUDIO
DATA

4. Inside 'DATA' put:
title.tr4
city.tr4
uklogo.pak

5. Inside 'AUDIO' put all audio WAV files.

6. Finally make a copy of TOMB.EXE, from your TRLE folder.
Place inside the TrTokyo folder and click to start.

To play (MAC):

1. Same as above, steps 1 - 5.
6. Make a copy of the following files from your TRLE folder.
Place inside the TrTokyo folder:

- load.raw
- Tomb Raider Level Player (same as TOMB.EXE)

- objects.h
- edgeptr.pcx

7. Click Tomb Raider Level player to start

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more levels @ the TOMB RAIDER TOKYO website
http://wisdomcore.com/trt
Contact: mirai@arkaos.net

The following is provided as help for anyone new to the TR Editor system.

DESIGN NOTES
The main purpose behind this first level was to provide a demo model for the TR Level Editor, 
showing what one could do in creative terms.
What fascinates me about the TR system is the ability to create 'actual realities' 
as opposed to fantastical non-realities.
It is programs like these which are the first true step to 'Virtual Reality' in that it provides 
a simplified tool to build environments,not just for hi-tech programming wizards, 
but for the average computer user.

So welcome to my house & studio. This is a close approximation of where I live. 
I spent 3 weeks on the attention to detail to make it as accurate as possible. 
(It is actually much harder to create reality than non-reality!). 
This level can actually be finished in 90 secs. One secret.
But the best is yet to come! 

TEXTURES
The studio house pictures were taken with a Video camera, and edited with the free PC software 
'Paint Shop Pro' and with PHOTOSHOP on a MAC Powerbook. Direct lighting is needed to create better 
seamless textures. You can download and use them in your own designs, as many of them are generic.
The Japanese-style Tatami room is useful, including the Kitchen textures and twinkling stars.
Note: Non seamless textures look awful and like a carpet, and can be a reason people will stop 
playing your game because it gives the sense of the amateur. If you have only one texture, 
take the time to rotate and mirror flip them, to create that natural random environmental look.
Remember design is just as important as gameplay!

BUGS & Problems
There were many. The worst headache was creating the cube house in 3D and splitting it into to 4 main 
sections in the X,Y & Z.
The connecting point was dead center and it was very time-consuming to get the editor to accept all 
the door portals at this epicenter.
Note: Be advised to make many tiny rooms instead of one big room. The reason is, if you have to resize 
or copy a room, there is so much you have to edit again using a large area. 
You have to delete all the doorways for a start - very annoying.
The 2nd main problem was that the first CITY.WAD I used was full of bugs to start with. 
Thankfully that is all fixed with the new EIDOS updates.

OBJECTS & TOOLS
KICK DOOR: 
Apart from the door object you need 3 other objects (the door frame, and 2 girders: named 'debris').
They have to be placed in doors/portals to work. Depending on the direction of the door, 
Lara will either open the door or kick open the door.
You can use the Hack Software STRPIX to change the colours & image of the door and door frame, 
which comprises of 4 textures.
BUG: If Lara comes upon an invisible wall, change the direction of the door 180 degrees.
If Lara falls through the floor you have the old CITY.WAD, get the revised non-buggy version.

MIRROR EFFECT:
This great effect works very easily but you have follow the exact instructions in the manual.
Remember the mirror effect runs all the way down in one direction. If you have any other walls 
connected on the same axis then the same unwanted mirror effect will appear there. 
You can also walk into the mirror effect if there is no blocking texture.

SOUND EFFECTS:
I added 2 FX: the sound of the TV projector static noise, and the repeating arpeggio of the 
analog synth in the studio room.
In the Sound FX script maker you can't just add sounds to the end of the list, as this will 
cause an unwanted effect, you have to go over other sounds in the list. 
2 non-used sounds are the French & Japanese Lara "Non!" & "Dame dewa!"
I originally had a 'baby crying' in the next house but the repeating sound loop was annoying.
The synth upstairs is calling you to switch it off, but when you do you get....

FLIPMAP: DISCO MODE!
When Lara hits the switch in the music studio it turns off the analog synth, and turns on the DISCO mode!
A fun effect using animated textures, flashing amber light and a flipmap.
I had a few problems connecting the switch lever to the Flimap but it eventually worked. 
Just copy from the example level files.

DETAILS:
It is all about tiny design details that build the atmosphere.
When you look out the windows and front doors, you will see what lies beyond. The forest, stars and sunrise.
None of which have anything to do with the game but are needed if you want to make a great design.
On the balcony part I added the next door house just to create the idea you were not alone.

OBJECT TEXTURES:
You need the STRPIX PC software or MAC data raider programs. NOT EASY!
The textures are compressed because of PLAYSTATION limitations. It could take you a few days 
(or weeks for a complicated texture)
if you wish to change Lara's outfit and other things. Changing Doors or Horizon graphics is much simpler.
If you haven't the time, you can download the above Tokyo outfit (red shirt, black shorts, silver buckle, black bag, blue contact lenses).
The kick doors are now brown with white frames. The motor bike is blue with different registration. 
The bottles have a different logo. Lara's cleavage is fixed (more natural).

OUTSIDE ENVIRONMENTS:
Make sure the 'O' is on. (Lara's hair will move in the wind). Paste the walls & ceilings with the first palette colour 'black' where you want the outside environment to be. It will appear invisible white on the editor. The horizon graphic and moving clouds will appear.
You can change the Horizon Graphic using STRPIX. 
You can change the Sky Graphic by looking in the WADS for the RAW file.
Import into an art package at something like 256 x 256. 
You can change the COLOUR, direction and speed of the moving sky using the LAYER command in the SCRIPT file. 
Numbers equal= R,G,B,movement. Create the Sun Lens Flare effect by editing it into the script. 
Look at COASTAL or the Cambodia level for example.

TITLE FLYBY, CAMERA CO-ORDINATES:
Very easy to make you own. Just trigger the flyby cameras from Lara's starting position. 
Change camera one's object code to infinite loop.
Use the flycheat to get the camera co-ordinates for the script maker. In other words make a short term playable version of your title screen, so you can look around, use the F1 check and then type those numbers into your script. Without them you will eventually get a crash.
The same goes for any level you make. Those original camera co-ordinates are needed. 
They create each levels loading screen.

DATA HELP:
If you are having problems with crashes with any of your WADs (check your objects are not 'out' of the rooms) or scripts here is what I edited into the following: (use 'OPEN WITH' shift/right click into PC WORDPAD)

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SCRIPT.BAT - the script creator causes errors because of the file 'path', edit out the backslashes thus:

script script.txt
copy script.dat ..
copy english.dat ..
del script.dat
del english.dat
del strings.h 

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SFX_Example.BAT - if you are having errors with new updated WADS sound FX, change to the following:

pcwadsfx settomb c
pcwadsfx tut1 d
pcwadsfx title t
pcwadsfx catacomb s
pcwadsfx city w
pcwadsfx cleopal r
pcwadsfx coastal p
pcwadsfx karnak h
pcwadsfx angkor a
pcwadsfx guard m
pcwadsfx library u
pcwadsfx Newcity w

copy *.sam ..\..\graphics\wads
copy *.sfx ..\..\graphics\wads

del *.sam
del *.sfx


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Design : Mirai/Intelligentsia 
mirai@arkaos.net
http://wisdomcore.com

Video game product history:
Wunda Walter, Wildride/Crazy Coaster, Electrix, Bubble Trouble, Auriga, Varmit, Excelsior, Stratosfear, Swamp Fever, Autozone, Into the Eagles Nest, Advanced Flight Simulator, 
X<>POSE it,  GrooveMaster, ButaNeko, Devil Summoner, RPG maker 95, Shooting Tsukuuru 95, Renai Simulation, PS Fighter Maker, MP3 Visualizer...

Forthcoming music by Intelligentsia & Victor Cerullo, Andrea Priora (Italy) 
http://www.mp3.com/intelligentsia
http://www.victorcerullo.com
http://www.mp3.com/andreapriora
 
Digi-cam & playtesting: Christophe Forget (Canada) & ION

Original TR music by Nathan McCree

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WORLD WIDE KIND CD
featuring music of Nathan McCree & Matt Kemp (TR 1,2 & 3),
Intelligentsia, Victor Cerullo & many others...
http://japan.co.jp/~ummo/2000.html

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This level was not made and is not supported by
Core Design Ltd and Eidos Interactive.
So there.

