| Welcome to Tessa's Board. We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
| Textiure Change (Question) | |
|---|---|
| Topic Started: Jan 31 2009, 05:22 AM (124 Views) | |
| Lo. | Jan 31 2009, 05:22 AM Post #1 |
![]()
Raider
![]() ![]() ![]()
|
Hi all, In TR3 (Pacific levels), there's a room where the waterfall is and I believe it's the area after you have collected the three pink gem stones (I think?) Sorry, I am utterly lousy at recalling the gameplay order after TR2 but anyhow.... Lara enters an area. Her vision is drawn upwards for some reason. Ahead of her is a ravine of sorts and when she approaches, some spears ascend on the other side and there's a poison dart trap. To her right and behind a block, there is a switch. When she pushes said switch, the texture of the walls change. Is this normal or a glitch? I feel sure I may have posed this question eons ago and elsewhere but cannot remember if any explanation was forthcoming Sorry if my discription is inadequate.
|
![]() |
|
| Spong | Jan 31 2009, 09:32 PM Post #2 |
![]()
King of Everything
![]()
|
Your description isn't the best. I'm assuming you're referring to Coastal Village from TR3. But the things you describe, in my mind at least, could put you in several different places within that level. But I'm guessing you're talking about the temple after crossing the small bridge because Lara looks up at the light coming through the ceiling as she enters and the button you need to press is behind you to the right when you first walk in (if I recall correctly). If you walk into the light coming from the ceiling it activates poisonous darts and spikes raise in the trench that you've got to jump across. But pressing the button shuts the light off and deactivates the traps completely. As for the changing texture when you press the button, I've not got any definite answer. For a start, I haven't gone that route through that level in years, I always climb down next to the wooden bridge outside and continue on through the forest to the face of the temple to collect the three Serpent Stones. Chances are it's a flip-room effect purely because the light source in that room changes when you press the button. A simple trigger is all that's called for to deactivate the traps, but changes in lighting require a flip-room effect (in this case the light from the ceiling gets blocked). If the texture around the button changes when it's pressed then it's because the texture in the flipped room (which is a completely new room that's "slotted" into the map when you press the button) was simply placed wrongly by the designer. But I might be wrong. Edited by Spong, Jan 31 2009, 09:33 PM.
|
| |
![]() |
|
| Lo. | Feb 1 2009, 05:57 AM Post #3 |
![]()
Raider
![]() ![]() ![]()
|
Spong, Many thanks and I again apologise for my rather lousy description but you are indeed correct in terms of the area. Fair play, only a true Raider would be able to identify that part from my rather "feathery" description I knew nothing about the light element so I thank you for the explanation. Across the "ravine" there is an opening in the floor and I too wondered whether or not this was an alternative route (Coastal Village is my least favourite level of TR3 and I usually get through it in the quickest possible way avoiding all of the pick-ups)..... Once again you speak of this "flip-room" effect which, up until recently and here on Tessa's forum, I had heard nothing about. I guess your explanation is fairly square-on in regard to the effects. Thanks for the help. One quick question.... Do you have other examples and possibly screenshots of other "flip-room" effects? If so I would take great joy in seeing or indeed reading about them. Thanks again, Lo
|
![]() |
|
| Spong | Feb 2 2009, 12:32 AM Post #4 |
![]()
King of Everything
![]()
|
Other flip-room effects? Just think of anywhere in any old-skool game where something physical within the level changes when you perform a given action. TR1's Natla's Mines - The room with the hut that you lower. When you place the last fuse the flip-room is triggered and the hut is placed on the floor. TR2's Bartoli's Hideout - The chandelier room. The chandeliers are merely specially textured blocks, the switches in the room trigger flip-rooms that move them. TR3's Madubu Gorge - The huge room with the plug in the water. The switch above triggers the flip-room so the plug "lifts" and the exit appears for Lara to drop through. TR4's Tomb of Seth - The room where Lara places the Timeless Sands on the pedestal, you see a short cutscene of the sand in the room above supposedly draining away through the floor. A triggered flip-room simply removes the sand blocking the crawlspace exit to the level. TR5's Red Alert - When you're being chased by the helicopter, the exploding gas cannisters are individual triggers for a series of flip-rooms that make the hallway blow up as Lara runs. There's tonnes of them really, those are just some off the top of my head for each game. The best way to visualise how flip-rooms work is to imagine 3 rooms next to each other. You go from room 1 through a door to room 2, but you can't get to room 3 because there's something blocking the doorway. You pull a switch (or something) and room 2 as a whole is replaced by a new room 2 that now has the doorway to room 3 unblocked. That's a greatly simplified definition though. |
| |
![]() |
|
| Lo. | Feb 2 2009, 05:47 AM Post #5 |
![]()
Raider
![]() ![]() ![]()
|
Thanks, I think I am beginning to grasp the concept now. You mention the three room scenario but would this apply to the three timed doors below London's Aldwych station? You have to do them in a certain order although the difference is that in this situation, you can actually enter any of the three rooms at will but you can't get to adjoining rooms once the door closes behind you - you have to return to the switches via the rear of each room (taking a longer route). Maybe this doesn't apply? But I think I understand in that you are causing a room or area within it to alter after performing an action such as pulling a lever or pressing a switch. Take TR2's Great Wall. Although it seems you are in an area greater than it actually is, if you manage to get on top of the Gatehouse and look beyond, there's simply a dead end for you need to insert the key below and thereafter another key beyond to progress. A great way of finding dead-ends and partial textures is to use the de-bugging keys in AoD although it's easy to "fly" into a kind of no man's land where the scenery disappears and you seem to be flying into a black precipice and cannot find your way back. |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Tomb Raider 1-7 · Next Topic » |






![]](http://209.85.62.24/static/1/pip_r.png)





2:29 PM Dec 6
Affliates