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Geek Culture / Tomb Raider Level Editor (now available for download)

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Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 9th Jul 2003 15:11
i'm not sure how long this has been up (can't be more than a week) but i've just noticed they now have the Official Tomb Raider Level Editor ISO up online.

available here, this is an officially authourised released of the Level Editor (Core & Eidos govern this site and its contents) ... with over 600 free levels & a good 25 brand new episodes the 610Mb download is well worth it if your a TR fan.
http://members.lycos.co.uk/timesaga/p.gif[/img]
Algae Man
22
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Joined: 11th Nov 2002
Location: Canada
Posted: 9th Jul 2003 23:17
I only have the original Tomb Raider. Do you know if the level editor will work for that? I guess it doesn't really matter, since I have 56kb/sec modem and slow speed internet, so 610Mb would take like a few weeks to download. Literally! But maybe other people who have highspeed internet would like to know the answer to my question.

Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 9th Jul 2003 23:26
610mb @ 56kb/s will take you approx 28hrs
this works seperate of any of the Tomb Raiders, although it can create levels for any of them to use (which you can setup using a 3rd party .tr compiler) it comes with its own engine based on TR4.
The enigne itself is also downloadable on the site.

browse the site itself for more info and join in on the forums cause is a good friendly crowd all buzzin' about Angel of Darkness and the current news that its part of a Triology.

MrTAToad
22
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 10th Jul 2003 01:17
Its one download I'll leave on their servers...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins and other exciting things - oh my, yes!
Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 10th Jul 2003 04:04
lol... you ain't a fan of TR though Toady
for me if i didn't have it already - would've definately downloaded it... or atleast the Tomb4 binary.

Ian T
22
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Joined: 12th Sep 2002
Location: Around
Posted: 10th Jul 2003 04:40
Works with all of them? They really didn't change their engine much for the first while, did they? Phew...

--Mouse

Famous Fighting Furball
Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 10th Jul 2003 04:42
its not that... its the level format hasn't changed a great deal since the first (well until AoD)

so you can export in old TR/TR2 formats as well as the newer TR3/TR4 formats

Ian T
22
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Joined: 12th Sep 2002
Location: Around
Posted: 10th Jul 2003 04:52
Well yes, but if they haven't changed the maps much, there can't have been many changes to the game engine . Imagine trying to convert a UT map to UT2k3 form for example (hope I'm not being stupid as I have no idea how similar they are )

--Mouse

Famous Fighting Furball
Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 10th Jul 2003 05:52
well UT2k3 uses a different format entirely to UT as its a totally different engine.

all of the TR upto 5 although they've used different graphical engines they've all used the exact same game engine. The reason is so they could release sequals quickly (1year dev per game), each time they decided to add something to make it slightly different to the previous version.

the difference between TR and TR2 worlds is just the header, there are no other differences... between TR2 and TR3 are a bit more apparent as they changed the engire backbone of the relationships of the portals - which means although you can load a TR3 in TR2 it'll look like someone has taken the world and shaken it up

really if you think about its alot like Quake BSP, the format itself didn't really change dramatically until 3 and even then the core geometry stayed the same to the point where you can actually load Quake1 & 2 levels in 3 - you have to bypass the wrong version checker error & add support for the PCX/WAD/WAL/PAK formats but the BSP itself will load perfectly fine

i have a copy of the TR2-4 formats if you wanna have a look over them, i did't backengineer i just nicked it from Core before i left (hehee) it'd be pretty simple to make a loader to use the format in DBP

Ian T
22
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Joined: 12th Sep 2002
Location: Around
Posted: 10th Jul 2003 06:41
Hmmm, okay, thanks for the info.

I've never played any of them .

--Mouse

Famous Fighting Furball
Shadow Robert
22
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 10th Jul 2003 06:59
lol ... well we've all gotta wait til friday as they've finally upgraded the server to uncapped (thank god, no more "you're number xxx in the que please wait..."

but download the Tomb4.exe on that page then head over to the levels forum download some of the episode - there is one call London Requiem which is quickly becomming my favourite.

thing i love about TR is the level format includes everything, each level has ALL of the textures, ALL of the models, ALL of the Sprites, ALL of the Sounds, etc.. so you can run them totally independantly ... kinda like PK3 files for Q3 - its not very efficient and if they'd done a per episode format, then most of the games would've been closer to like 100mb rather than 250mb
add onto this you can procset them for ingame animations so you can just use a scripted animated model and it'll be able to act in the world without having to worry about positons/collision/etc

Ian T
22
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Joined: 12th Sep 2002
Location: Around
Posted: 10th Jul 2003 07:08
Well, that must be a pain to 56kers who try to share them though . I kind of prefer UT's system... I'm an ADSLer myself but I have to give files to 56kers often see

--Mouse

Famous Fighting Furball
Shadow Robert
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 10th Jul 2003 07:25
it might seem a pain but the actual level data isn't big nor is the object data...

recently i've been playing with something which allows me to edit all of the models, i really want to get something i've been working on online - was like a 3 level thing came to 16mb but i'd changed ALL of the models - upped their polycounts, used 16bit textures over 8bit ones - made the whole think just look far better.

wasn't much that could be done about the level geometry but a creative use of the volumetric system improved alot of it
i keep meaning to put it online but whenever i go to, something comes up to distract me.

might make a new set of levels, something interesting

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