Tutorials

DXTre3D editor

Page 2 of 3

Getting started slowly

tutorial for the unofficial DXTre3D editor

Keyboard shortcuts:

The editor can be controlled relatively conveniently with the mouse, but to speed up the work, it is advisable to learn to use keyboard shortcuts. Here is a list of probably the most interesting ones, which an experienced author cannot do without:
Change Lara's starting position - (ALT + CTRL + SHIFT + Left Mouse Button)
Texture Rotation - (ALT + Left Mouse Button)
Texture Mirroring - (SHIFT + Left Mouse Button)
Find current texture - (CTRL + Left Mouse Button)
Shooting in Rooms - (Right Mouse Button + Mouse Drag)
Zoom - (Mouse Wheel) or (CTRL + Right Mouse Button)
Moving Rooms - (SHIFT + Right Mouse Button)
Moving ITEM - (SHIFT + Arrow keys on keyboard)
Ascent of marked block - (Q)
Descent of marked block - (A)
Climb marked block from Ceiling - (W)
Drop marked block from Ceiling - (S)
Adding an arrow to the marked block - (ENTER)
Adding an arrow to a split block - (SPACEBAR)
Marking sectors of the wall or floor for connecting rooms - (SHIFT + CTRL + Drag the mouse with the Left button)
 
Of course, this is just a small selection of all the abbreviations that can be used. The above shortcuts should be mastered by every author for quick and convenient work with the editor. And since the abbreviation is too much, we will also include the rest, which was very nicely processed by Miro, for which I thank him.

Complete list of keyboard shortcuts:

LMB = press and hold the left mouse button
RMB = press and hold the right mouse button
MMB = press and hold the middle mouse button.

In all editing modes:
- RMB = Room rotation.
- Shift+RMB = Move room.
- Ctrl+RMB = Zoom in on the room.
- MMB = Mark sector.
- Ctrl+Sift+RMB = Mark sector. (In case you don't have the middle mouse button).
- Mouse Wheel = Zoom in on the room.
- ESC = Unmark.

In Primary Mode Geometry:
- Click = Places a predefined shape on the floor sector.
- Shift+Click = Places a predefined shape on the ceiling sector.
- Ctrl+Click = Copies the sector.
- Alt+Click = Pastes the copied sector on the floor.
- Shift+Alt+Click = Pastes the copied sector on the ceiling.
- Cursor Up/Down = Raises/lowers a sector of the floor. (By one sector 64px)
- Shift+Cursor Up/Down = Raises/lowers the ceiling sector. (By one sector 64px)
- PageUp/PageDown = Increase/decrease the gamma value of the light in the editor. (Activate Turn Light to see the result).

In Secondary Geometry Mode (Marking Mode):
- Click (unmarked sector) = Marks a sector.
- Click (marked sector) = Adjusts the editing direction for all marked sectors (arrow direction).
- Alt+Click = Marks/unmarks a sector.
- Ctrl+Clik = Places a predefined shape on the floor sector and marks/unmarks the sector.
- Shift+Ctrl+Click = Places a predefined shape on a sector of the ceiling and marks/unmarks the sector.
- Shift+LMB = Mark sector.
- Cursor Up/Down = Raises/lowers the floor sector (by one 64px sector) for all marked sectors.
- Shift+Cursor Up/Down = Raises/lowers the ceiling sector (by one 64px sector) for all selected sectors.
- "Q" = Raises all marked sectors of the floor by 16px (in the direction of the arrow, if not, then the entire sector).
- "A" = Reduces all marked sectors of the floor by 16px (in the direction of the arrow, if not, then the entire sector).
- "W" = Raises all marked sectors of the ceiling by 16px (in the direction of the arrow, if not, then the entire sector).
- "S" = Reduces all marked sectors of the ceiling by 16px (in the direction of the arrow, if not, then the entire sector).
- Enter = Adjusts editing direction for all marked sectors without dividing into triangles (arrow direction).
- Spacebar = Adjusts the editing direction for all marked sectors divided into triangles (arrow direction).
- Escape = Deselects all sectors (Equivalent to Cancel Selection button).

In Texture mode:
- Click = Places the current texture on the surface.
- Shift+Click = Flips the current texture.
- Alt+Click = Rotates the current texture.
- Ctrl+Click = Finds texture on texture panels.

In Static Objects mode:
- Click (on sector) = Places a new object on a sector.
- Click (on object) = Marks the object.
- Shift+Click = Moves the object to a new sector.
- Ctrl+Click = Marks an object and selects it from the list of static objects.
- Cursor Up/Down = Raises/lowers the current object.
- Shift+Cursor Up/Down = Finely adjusts position in forward/backward direction.
- Shift+Cursor Left/Right = Finely adjusts the position in the left/right direction.
- Ctrl+Cursor Up/Down = Finely adjusts the position in the up/down direction.
- Enter = Rotates the current object 90 degrees.
- Del = Deletes the current object.

In the mode of Objects (Items):
- Click (on sector) = Places a new object on a sector.
- Click (on object) = Marks the object.
- Shift+Click = Moves the object to a new sector.
- Ctrl+Click = Marks an object and selects it from the list of objects.
- Cursor Up/Down = Raises/lowers the current object.
- Shift+Cursor Up/Down = Finely adjusts position in forward/backward direction.
- Shift+Cursor Left/Right = Finely adjusts the position in the left/right direction.
- Ctrl+Cursor Up/Down = Finely adjusts the position in the up/down direction.
- Page Down = Resets all fine settings of the current object.
- Enter = Rotates the current object 90 degrees.
- Del = Deletes the current object.

In Lights mode:
- Click (on sector) = Places a new light on the sector.
- Click (on light) = Marks the light.
- Shift+Click = Moves the light to a new sector.
- Ctrl+Click = Marks the light and loads its properties.
- Cursor Up/Down = Raises/lowers the current light by 16px.
- Shift+Cursor Up/Down = Raises/lowers the current light by 64px (one sector).
- Alt+Click = Makes a copy of the current light.
- Del = Deletes the current light.

In Kamer/Sink mode:
- Click (on sector) = Places a new camera/sink on a sector.
- Click (on camera) = Marks camera/sink.
- Shift+Click = Moves camera/sink to new sector.
- Ctrl+Click = Marks the camera/sink and loads its properties.
- Cursor Up/Down = Raises/lowers the current camera/sink by 16px.
- Shift+Cursor Up/Down = Raises/lowers the current camera/sink by 64px (one sector).
- Del = Deletes the current camera/sink.

In Window Creation mode:
- Click (on the sector) = Creates a new window on the sector.
- Click (on window) = Marks the window.
- Shift+Click = Moves the window to a new sector.
- Ctrl+Click (on window) = Marks the window and loads its properties.
- Cursor Up/Down = Raises/lowers the current window.
- Del = Deletes the current window.
 
- Shift+Ctrl+Click = Writes the value to the sector. (The entered value is 0 by default).
- Ctrl+Click (on sector) = Reads the value from the sector.

In Triggers mode:
- Click (on sector) = Marks/unmarks sector for trigger.
- Click (on an object) = Marks/unmarks an object with a normal mark.
- Alt+Click = Marks object for trigger. (Enables defining a trigger on an object, e.g. lock, puzzle stick...)
- Ctrl+Click (on sector) = Finds a trigger on a sector and selects it from the list of triggers.
- Shift+RMB = Mark sector.
- MMB = Mark sector.

In FlyBy camera mode:
- Click (on sector) = Places a new flyby camera on the sector.
- Click (on sector) = Marks flyby camera.
- Shift+Click = Moves the flyby camera to a new sector.
- Ctrl+Click = Marks the camera and loads its properties.
- "Q" & "A" = Move up/down the flyby camera.
- Cursor Keys = Rotates the fyby camera.
- Shift+Cursor Keys = Gently rotates the fyby camera.
- Del = Deletes the current flyby camera.

In Sound Sources mode:
- Click (on sector) = Creates a new sound source on the sector.
- Click (on Sound Source) = Marks sound source.
- Shift+Click = Moves the audio source to a new sector.
- Ctrl+Click = Marks the sound source and loads its properties.
- Cursor Up/Down = Raises/lowers the current sound source by 16px.
- Shift+Cursor Up/Down = Raises/lowers the current audio source by 64px (one sector).
- Del = Deletes the current sound source.

On the Textures Panel:
- Click = Selects a texture.
- RMB = Selects the size of the texture.

On the 2D Map:
- Click = Selects the room as current.
- LMB = Drag to move the current room.
- Right Klik = Selects the room as adjacent.
- Shift+Right Click = Adds the room to "Show more Neighbors".
- Shift+LMB = Defines the position and size for the new room.

On the 2D Grid for the room:
- Klik = Creates a door on the sector.
- RMB = Mark sectors.
- Ctrl+Click = Finds the adjacent room from the door (only when the door is clicked).
 
Miro

Sample projects:

For beginners, I've created some sample projects that demonstrate specific features of the editor. A beginner can look directly into the project, where he will find out exactly how the given function is implemented. After that, the project can be compiled and run directly in the game, where it will find out how the given function behaves.

List of test projects:
1. Mist Creation - (Mist.tre)
2. Creating a stream of water - (Vodni_proud-Sink.tre)
3. Elevator Creation - (Elevator.tre)
4. Creating a room with a swimming pool - (Bazenek.tre)
5. Activation Flag - (Activation_flag.tre)
6. Leaving items after killed enemies - (Zanechani_predmetu.tre)
7. Wrongly connected rooms - (Wrongly_connected.tre)
8. View of the house from the garden - (Dum_a_zahrada.tre)
9. Alternate Room - (Alternate_room.tre)
10. Camera flight (simple) - (Camera flight.tre)
11. Camera flight (more complicated) - (Camera flight1.tre)

All these projects are for DXTre3D v2.0 R2C editor version. It may not work on any other version, or may work incorrectly. That's why I recommend using this version. This will prevent problems with the incompatibility of different versions of the editor. The original level from the game part of the TRLE editor was used as the Base Level: Catacomb.tr4. I used my own texture panel and it is part of the archive with these test projects. Its name is Test_set.tga.
These projects are intended exclusively for teaching and demonstrating specific actions (functions) of the editor. Therefore, these are by no means functional levels that can be played. They can of course be compiled and then run in-game for viewing how the function behaves directly in the game. One more note: these projects are intended for play Tomb Raider 4 TRLE.

Now we will take a closer look and describe individual projects. Most of these projects directly follow on from this guide to the editor, where they are also described. So if this description of the project occurs in the instructions I won't go into too much detail about the editor here and I'll just refer to this tutorial.

Create fog:
Not much to add to this project. This is a special effect that is helpful in a given room lighting point, fog created. The procedure is described in the instructions in Chapter One : Introducing the Editor at the description of the function selection buttonMORE#1TR-4 and TR-5 fog effect.

Creating a water stream:
You can find the complete procedure on how to do it in the instructions. Chapter two: Creating in the editor - Creating a water stream (Sink). I would just like to point out that if you want to mark the given point (Sink) so that you can see its values, it is necessary to click the left mouse button while holding the CONTROL button.

Create an elevator:
This example is also described in detail in Chapter Three: Practical solutions - Creating an elevator. Here the project does not match the image in the manual, but of course this does not affect the function. I will also draw your attention to a problem you may encounter when using a non-original item Two block platform. For example, it happened to me that I couldn't make Lara not fall through one part of this item. The TRAPDOOR trigger was defined correctly for all 4 sectors of the item and yet Lara was falling through two sectors. I still don't know what the problem was, but the original item that is used in this project has no problem and it works properly.

Creating a room with a pool:
There is nothing that complicated about this project. Its description is in the instructions for Second Chapter - Creating a room with a pool.

Activation Flag:
This is perhaps clear from the description in Chapter Two - Activation Flag. So we'll skip that too.

Leaving items after killed enemies:
I researched this for a long time and I have to say I couldn't figure it out. It was only with advice from Miss Croft that I discovered it. So the description is in Chapter Three - Dropping Items After Dead Enemies.

Wrongly connected rooms:
For a change, here we have a project that shows how something should not be done. This problem is described in the description of how to join rooms in Chapter Two - Joining Rooms. If this way of connecting worked, it would be a great simplification, with more complex combinations of rooms. Here it is important to think carefully about how I will connect the rooms and to anticipate this problem.

View of the house from the garden:
In this project, it is beautiful to see how the sloping roof, which can be seen, both inside the house and outside. At the same time, you can see how the windows are defined from room to room.
So the instructions for the house are in Chapter Three - View of the House from the Garden and instructions for windows are in Chapter Two - Room-to-Room Window.
And again, if you want to look at the window settings, it is necessary to click on the given window with the left mouse button, while holding the CONTROL button.

Alternative room:
This issue is described in the instructions in Chapter Two - Alternate Room, I mean in enough detail, so I probably don't need to add anything.

Camera flyover (simple):
The other two projects deal with defining the FlyBy camera (flying camera). In this simpler project, you can notice the way the camera is triggered. This is a Do_Activate Trigger. The entire sequence starts, plays, and then exits fine. It often happens, however, that the sequence started by this Trigger proceeds normally, but when it's supposed to end it doesn't and the sequence repeats over and over. I still don't know what caused it. As I have read on various forums dealing with this editor, this is a bug somewhere in the editor. This bug should have already been fixed in this version, but it is not. How to convince yourself with a more complex one camera fly-by project. I would also like to add that you can find the materials for defining the cameras in the instructions in Chapter one - for the description of the function selection button – MORE#2.
And this brings us to a more complex project.

Camera fly-through (more complex):
Several functions are combined in this project. I'll be the first to discuss the more complex camera panning here. This is described in the manual in Chapter Two - FlyBy Cameras.
Well, there is nothing more complicated about it, except that more cameras are used, and some of them have them some effects defined. As I mentioned earlier about the fly-by termination issue, so here this error is apparent. If you start the sequence with the command Do_Activate, or Lara_on_Ground_Do_Activate the flyby will not end. This startup is defined for a sector on which there is a low pedestal with the wheel right next to the pool. However, if you run the sequence with the Switch_is_ON command everything is fine and the flyby will exit when finished. This is implemented in the project with two levers. One right next to the pool and the other in the corner of the room at the beginning of the stairs. If you want to view individual camera settings, you must click on the given camera with the left mouse button while holding the CONTROL button. And one more reminder about the cameras. If you are going to insert cameras into the level, it must be done all at once and only when the entire sequence is defined, level to compile. If you compile a level and then want to add more cameras to the same sequence, camera numbering will be duplicated and some cameras will have the same number. Which will lead to incorrect camera fly-by and it can even culminate in the fall of the entire level.
Another thing worth mentioning is the maximum number of actions that can be triggered at once. So if, for example, you use Trigger Do_Activate to start the fires at the torch, as is the case with this project, know that the maximum number of items per order Command is 15. I solved it with two triggers (Trigger) Do_Activate (in the pool), where I gradually started all the torches and the sound of falling water at the fountain.
And the last thing I will point out in this project is Lara's starting position. By default, this position is defined by the red square in room 1. This starting position can be moved if you press the keys at once Shift, Control, Alt and the left mouse button on the sector where you want to transfer the starting position. This will allow you to transfer the starting position to the place you want, but that's about it. If, however, you want to define the rotation of Lara, or the height where she appears, you must use the Lara object, to which we can define everything.
 
Well, this concludes the description of individual projects. Hope this helps you in your research, how is what done At the same time, I will draw attention to the project Phoenician Temple 4, which is part of the DXTre3D v2.0 R2 editor installation. This is a complete level for TR-3 and many useful gadgets can also be found here.
And one more caveat. On my website you can see the complete guide to the editor in Flash, where the animation clearly demonstrates how things are created.