NGLE New Levels
by 
		AkyV
In General
		
Beta testing is perhaps the most important phase of any video game's 
		development. Whether you've spent a month or a few years on your 
		adventure, if you don't have it beta tested properly, all that work 
		could be ruined by one simple little gameplay killer. If you understand 
		the importance of beta testing, then read this tutorial carefully and 
		take it to heart. If you don't understand the importance of beta 
		testing, then read this tutorial carefully and take it to heart. I 
		cannot stress enough how important the beta testing phase is.
Part 1 - The Basics
The Base
These are the minimum requirements if you want to start building a new level in NGLE:
		
		1. You 
		installed the official level editor: Tomb Raider Level Editor, TRLE.
		2. You used the official TRLE manual to help you to make the copy of the 
		tutorial project in TRLE to understand what the basics of editing levels 
		are.
3. You installed the Mk installer on TRLE to 'transform' it into 
		Next Generation Level Editor, NGLE.
4. You updated NGLE with the 
		latest TRNG (Tomb Raider Next Generation) patch.
You can find all these programs on the Tools and Resources page.
These are the most important parts of NGLE:
		
		- Tomb4.exe: 
		it starts the game.
 
 - Room Editor (ngle.exe): use it instead of 
		Room Editor of TRLE (winroomedit.exe).
 When you open NGLE Room 
		Editor you can see the look of it and TRLE Room Editor are almost the 
		same. That's why if you have mastered the basics of TRLE then you won't 
		have real problems with using NGLE Room Editor.
 
		 In Drop Down Menu Bar of NGLE Room Editor, choose Help\NGLE Help to 
		download the basic tutorial of NGLE.
		 
		
		 - Level Converter 
		(NG_Tom2Pc.exe): use it instead of Level Converter of TRLE (tom2pc.exe).
		 
 - If you have tried script editing in TRLE yet (using Script.bat 
		in Script folder) then forget it in NGLE.
 
 I.e. you will use NG 
		Center (a part of NGLE) to edit script now. Use Script section of NG 
		Center to edit Script.txt and Strings section to edit English.txt. If 
		you've finished then you have to save the script then build that with 
		the buttons in Script section.
STEP 1 - The Conception
Before you start editing you need to make some conception for your level (what its story is etc).
Write it down, or just imagine it in your head.
		
		 Among other things, find out the name of your 
		level.
 Let's suppose it's 'The Great Castle' now.
You need a short, easy ID for your level. Every important attachment of the level will use this ID as a name.
For example, in maps folder you can find coastal folder. It means coastal folder is a folder for Coastal Ruins level.
So, for example, grcastle is a good ID for The Great Castle level. (See more about it below.)
		
		
		 
		 STEP 
		2 - Making the [LEVEL] Block for your Level
		
		
		
		 Each level must have a [Level] block in NG 
		Center\Script. A [Level] block starts from a [Level] entry and ends at 
		the next [Level] entry.
 
 You can place several entries in the 
		block of a level. Every entry has two parts: a command that indicates we 
		define a value for some feature here, and the value itself. - For 
		example, the entry that starts with 'Name' command always defines the 
		name of your level.
 
 As you're a beginner the most simply way to 
		create a [Level] block is if you copy an existing block.
 
 For 
		example, copy the original [Level] block of TRLE level 'Temple Of 
		Karnak':
 
 [Level]
		 Name= Temple Of Karnak
 Horizon= ENABLED
 Layer1= 
		128,96,64,7
 Puzzle= 
		2,Canopic Jar 1, $0001,$0320,$0000,$0000,$0000,$0002
		 Puzzle= 3,Canopic Jar 2, $0001,$0320,$0000,$0000,$0000,$0002
		 Puzzle= 1,Sun Talisman, $0000,$0500,$0000,$0000,$0000,$0002
		 PuzzleCombo= 1,1,Sun Disk, $0000,$0180,$0000,$0000,$0000,$0002
		 PuzzleCombo= 1,2,Sun Goddess, 
		$0000,$04b0,$0000,$0000,$0000,$0002
		 Puzzle= 5,Golden Vraeus, $0003,$0300,$0000,$0000,$0000,$0002
		 Puzzle= 7,Guardian Key, $0009,$0300,$0000,$0000,$0000,$0002
		 Key= 2,Hypostyle Key, $0000,$0400,$0000,$c000,$0000,$0002
		 LoadCamera= 89366,-258,48077,88372,-1300,45701,0
		 Level= DATA\KARNAK,110
		 
		 Paste 
		it between two other [Level] blocks or before the first/after the last 
		[Level] block.
 
 It's important where you place this [Level] 
		block now:
		 
 - for example, if you place this block 
		between the third and the fourth block, then your block becomes the new 
		fourth [Level] block in Script. In this case, if you type 4 in the 
		window of a level-jumping (FINISH) trigger in another level, then the 
		game will load Lara into the level that has the fourth block when the 
		trigger has been activated. And
 - in New Game list of the game the 
		level name of the fourth block is in the fourth position.
		 
 All you have to care about now in this new 
		block is three commands. These commands have to be in the block when you 
		start building your new level and they cannot be deleted later. - I'm 
		talking about Name, LoadCamera, Level commands:
1. Change the value of 'Name' command - because your level name is not 'Temple Of Karnak' but 'The Great Castle':
Name= The Great Castle
If a text that will appear on the screen in the game is typed in NG Center\Script then it also has to be typed in NG Center\Strings. Generally into [Strings] section of Strings.
In the case of some [Strings] entries - just as the level names, for example - it doesn't matter where you type them, actually. But don't forget: there are blocks for the entry types, without perceivable block borders: for example, in [Strings] you will find all the level names in the uppermost part of the list.
		
		
		
		 So: you've typed The Great Castle name in Script that's 
		why you also have to type it in Strings, but you can type it anywhere in 
		the uppermost part of [Strings]. (Updating the name of a level that is 
		non-used any longer in your game.)
		 
 2. LoadCamera command defines the still picture 
		you'll always see when the game leaves 'The Great Castle' level.
 
		 Now you can't adjust the value of this command. (You will do that 
		later, collecting data for the value in the game.) But that's not a 
		problem, if you let the '89366,-258,48077,88372,-1300,45701,0' value of 
		Temple Of Karnak there now.
 
 (Of course, the still pictures of 
		Temple Of Karnak and The Great Castle are not the same. Because of this, 
		maybe you will get a very strange still picture or maybe the whole 
		screen will be black during jumping from The Great Castle, until you 
		will adjust the real still picture of the level.)
 
 3. Take a 
		look at Level= DATA\X, Y entry:
 
 - You can find TR4 files in 
		data folder. Each TR4 file will be loaded by the game, as one level. (In 
		fact, title.tr4 means the title sequence of the game.) The DATA\X means 
		the game will use X.tr4 file for the level of the actual [Level] block.
		 
 It's natural we write 'GRCASTLE' as X in the [Level] block of The 
		Great Castle level (instead of KARNAK) so that the game will load 
		grcastle.tr4 file as a level for the level named 'The Great Castle' in 
		Script. (Grcastle.tr4 doesn't exist yet, you will create that later.)
		 
 - The Y means the starting background audio of the level of the 
		actual block. I.e. when the game starts this level then it also starts Y 
		audio file of audio folder, in loop mode.
 It's 110.wav now - write 
		any audio file ID from audio folder instead of 110, if you want. (You 
		can define this audio later, if you want.)
 
 Save the Script, 
		then build it.
 
 If you find that some of the entries are 
		unnecessary or bothering then you can change or delete them. And, of 
		course, you can type here any new entries you want. (See more about all 
		the entries here: NG Center\Reference\Script Old/New Commands.) But only 
		later. Now don't waste your time with that and jump to the next step.
		 
 STEP 
		3 - Creating your WAD File
		
		
		
		 Each WAD file contains the objects the 
		game will use in one level.
 If you want to define your object set 
		(i.e. your WAD) for your level then you have to use WADMerger program.
		 
 As you're a beginner the most simply way to create your WAD is if 
		you copy an existing, original TRLE WAD from your graphics\wads folder.
		 
 Some of the original TRLE WADs need to be 
		updated to work properly. So download and install the updated WAD pack 
		(into your Level Editor main folder). These are available from the 
		Resources page.
		 
 So load a WAS (!) file of wads folder 
		into the left window of WADMerger. (Seeing the example above it should 
		be karnak.was now.) The WAS is a list about the contents of the WAD with 
		the same name. So the list appears in the left window, and if you click 
		on an object name (object slot) of the list then you can see (in the 
		smaller window below) what object belongs to this slot now. - Clicking 
		the buttons on the top, you can change among the parts of the list to 
		examine them: list of Moveable objects (M), Static objects (S) or 
		sprite-taking objects (2D).
It's important to know that 'object slot' notion isn't equal with 'object' notion. Because if you have an object slot called A then you can have X, Y or Z object in this slot as well. - For example, an object called ARCHITECTURE7 can be a statue, plant, column etc. (One WAD has only one object in any object slot, of course. So ARCHITECTURE7 is a column now and not more. But in another WAD it could be even anything else. - Though, 'anything else' is a rough expression. I mean, you will see later, each slot contains only some types of objects, actually.)
After that, save the WAD.
'Saving the WAD' means you have to create a WAS file in wads folder now - using grcastle.was as a name, of course. (Don't worry, it also creates grcastle.wad.)
		
		
		
		 
 STEP 
		4 - Creating a Folder for your Project
		
		
		
		 Create 
		a new folder in maps folder. Name it grcastle. You will set the project 
		of The Great Castle level in this folder later.
 
		 STEP 
		5 - Creating your TGA File
		
		
		
		 Each TGA file 
		contains the square-shaped texture tiles you will place in the rooms of 
		your project.
 
 If you want to define your tile set (i.e. your 
		TGA) for your level, then I recommend you to use TBuilder program (see 
		on Tools page of Skribblerz).
 
 As you're a beginner the most 
		simply way to create your TGA is if you copy an existing, original TRLE 
		TGA from a folder of maps folder.
 
 So load a TGA file of a maps 
		subfolder into the right window of TBuilder. (Differently the example 
		above it mustn't be karntext.tga - TGA of Temple Of Karnak level - now.) 
		The tiles appear in the right window.
 
 After that, save the TGA.
		 
 'Saving the TGA' means you have to create a TGA file in 
		maps\grcastle folder now - using grcastle.tga as a name, of course. (As 
		you see, TGA of Temple Of Karnak isn't karnak.tga but karntext.tga. So, 
		if you want, you can name your TGA not grcastle.tga but, for example, 
		grcsattext.tga now. It doesn't matter absolutely.)
 
		 STEP 
		6 - Starting your Project
		
		
		
		
		 There isn't a 'start a 
		new project' button or menu entry in Room Editor.
 
 I.e. if you 
		want to start a new project, then all you have to do is to start Room 
		Editor - and then don't load any project into it.
 
 So you've 
		just started Room Editor and you can see a very-very simple fundament of 
		a new, unsaved project in it: only one, big, absolutely unedited room, 
		without a texture and an object set attached to the project.
 
 To 
		attach your texture set to the project, click on Load TGA button in Room 
		Editor or choose Texture\Load TGA in Drop Down Menu Bar. Go to 
		maps\grcastle folder and click on gracstle.tga to load its tiles into 
		the huge black window of texture panel.
 
 Then, to attach your 
		object set to the project, hit SHIFT+O or choose Objects\Load Objects in 
		Drop Down Menu Bar of Room Editor. Go to graphics\wads folder and click 
		on gracstle.was to load the slots with their objects in grcastle.wad 
		into the object panel.
 
		
		
		 If you attach the object set before the 
		texture set then you will notice your objects have strange colors. It's 
		easy to prevent this problem: just load your project (after you saved 
		it, of course).
 
 After that, save your project in maps\grcastle 
		folder. The saved projects are files with PRJ extension. Of course, your 
		project name will be grcastle.prj now.
 
 Click on Settings button 
		to adjust the backup savings for your project. Backup projects could be 
		very useful if your project will be corrupted and useless accidentally!
		 
 STEP 
		7 - Trying Your Level in the Game
		
		
		
		 I'm sure you are very-very curious to try your first own 
		NGLE level (fundament) in the game.
 
 That's why I recommend you 
		to make the first one of your rooms in Room Editor, and use 'Move Lara 
		here' button (or hit CTRL+H) to place Lara in that room. After that, 
		won't do any more editing for the time being, but make the playable 
		version of your level.
 
 To make the playable version of your 
		level, you can use the usual method (saving project, doing 'Output WAD' 
		operation, converting the level by NGLE Level Converter, starting the 
		game) or two special methods that NGLE gave us:
 
 These are 
		'Exit&Play' or 'Play' methods.
 
 Click on Exit&Play or Play 
		buttons on object panel to start one of the methods, and these things 
		happen automatically, one after another:
 
 1. NGLE Room Editor 
		saves the project, overwriting grcastle.prj.
 2. NGLE Room Editor 
		accomplishes an 'Output WAD' operation. (It creates grcastle.tom file in 
		wads folder if it doesn't exist or updates it if it does. - TOM files 
		contain many info of your project.)
 3. NGLE Level Converter opens 
		(then closes) to convert your project (in fact, TOM file of your 
		project) into grcastle.tr4 level file. (It creates this file if it 
		doesn't exist or updates it if it does.)
 4. Tomb4.exe (i.e the game 
		itself) starts.
 5. NGLE Room Editor is closing (if you used 
		Exit&Play) or just being minimized on the Tray (if you used Play).
 
		 So you have to do only one click to try your level in the game. - Find 
		The Great Castle name in New Game list, then select it so that the game 
		will load The Great Castle level and you can test what you've edited so 
		far in this level.
 
 Then quit the game and go on editing on your 
		level.
 
		
		 If the value of PlayAnyLevel command (in 
		[Options] block of Script) is DISABLED then the game always starts with 
		the level that has the first [Level] block, if you choose New Game 
		entry.
 
 Gerneral Notes
 
		
		
		 1. If you 
		start your level in the game, but the level shows its former state, then 
		maybe you've forgotten to build the actual Script or make the playable 
		version of the actual level.
 2. I don't recommend adjusting the 
		exact still picture (see: LoadCamera Script command) until you've 
		finished editing the level. Because if you adjust that too early, then 
		maybe you will notice later that the still picture is not the adjusted 
		picture any more.
		
		
		
		 3. You 
		should let flying cheat be enabled and use it when testing your new 
		level. (See more here: FlyCheat Script command.)
 
 Part 
		2 for Advanced Level Builders
		 Now 
		you can try other cheats to test your new level. (See more here: 
		DiagnosticType Script command, NG Center\Reference\Mnemonic 
		Constants\DGX_CHEATS.)
 
 Making 
		Your Own WAD
		 1. 
		When 'Output WAD' operation happens then a TXT file will be created (or, 
		if it exists: will be updated) in wads folder, with the same name as the 
		WAD has. This TXT shows the slots of WAS and how many pieces of the 
		object of each slot are just placed in the map.
 
		 2. Maybe you want to create grcastle.wad as a 
		brand new set of objects or maybe you want to re-edit grcastle.wad (now 
		or any time during editing the level) that exists.
 If you want to do 
		them then do some of the things below:
 
 a, Load the source WAD 
		into the right window of WADMerger. Select an object slot here then use 
		Copy button to put the selected slot to the left window, i.e. to the 
		object slots of grcastle.was. - The object that belongs to this slot 
		will also be copied into grcastle.wad now, of course.
 
 But be 
		careful with Smart Copy ('electric bulb') button. If it's on then some 
		of the object slot-groups that have ID numbers in the name will use the 
		first free number if you create a slot in the group. - For example, if 
		you copy a SWITCH_TYPE4 from the source WAD into the left window, but 
		there are only SWITCH_TYPE1 and 2 of the SWITCH_TYPE1-8 group in 
		grcastle.wad now, then this switch name will be automatically 
		SWITCH_TYPE3 in grcastle.wad if Smart Copy is on now.
 These are the 
		groups where it works:
 
 - SWITCH_TYPE
 - DOOR_TYPE
 - 
		ANIMATING (except MIPs)
 - All of the Statics as an organic group 
		(except SHATTERs and EXTRAs). (The order of the Static partial groups 
		are: PLANT0-9, FURNITURE0-9, ROCK0-9, ARCHITECTURE0-9, DEBRIS0-9. So, 
		for example, if I copy a ROCK7 into grcastle.wad, but there isn't Static 
		there at all now then this Static name will be PLANT0 there now, if 
		Smart Copy is on.)
 - SHATTER
 
 b, Select an object slot in 
		the left window then click on Delete button to delete it and its object 
		from the WAS/WAD.
c, Select an object slot in the left window then click on Rename button to rename it (into another, but existing slot name) in the WAS.
		
		 But be careful with renaming: object slots 
		can't always take easily any kind of objects. Because any slot has its 
		own properties. For example, the so-called ANIMATING objects can take 
		any types of Moveable objects, but their intelligent is very low. While 
		the creature objects can only take few objects (or just one, actually) 
		but their intelligent is higher. (Somewhere it's logical, though: for 
		example, you can't place a cupboard in a CROCODILE slot, can you?) - 
		Anyway, you can also use Copy operation to take an object into another 
		slot: hit SHIFT when you copy an object.
 (Rename or Copy+SHIFT 
		operation eliminates any risk if the properties of the original slot and 
		the new slot are the same. - For example, non-SHATTER Statics have the 
		same intelligence. So, for example, if you have a statue in FURNITURE5 
		slot then you can rename/copy it without any problem into DEBRIS2 slot.)
		 
 3. When you create grcastle.was then 
		these files will be created in wads folder:
		
		 - grcastle.sam: it's the list of the sounds 
		in grcastle.sfx.
 - grcastle.sfx: contains the sound files that are 
		attached to the objects in grcastle.wad.
 - grcastle.swd: contains 
		the info of the sprites that are attached to the objects in 
		grcastle.wad.
 - grcastle.was: it's the list of the objects in 
		grcastle.wad.
 - grcastle.wad: contains the objects you can use in 
		The Great Castle level.
 
 Notes:
		
		
		 1. Open SAM and 
		WAS as if it were TXT files.
 2. If you refresh the contents of your 
		grcastle.wad later (saving the existing WAD again in WADMerger) then all 
		these five grcastle files will be updated, of course.
 
		
		 4. When you have your WAD attached to your level and you refresh its 
		contents in WADMerger then you also have to refresh it in your projects 
		after that, with one of these methods:
 
 - You attach the WAD 
		again.
 - Room Editor offers to refresh the WAD of your project, if 
		you hit CTRL+O.
 - You load the project.
 
 But don't forget: 
		don't delete/rename an object from/in the WAD, if that object is just 
		placed/referred in the project/script of your level.
 Because, for 
		example, the deleted object will disappear from the map after refreshing 
		the WAD in the project, with some of its triggers together. Its Script 
		entries and other triggers will stay there: it's not only bothering for 
		you but can cause some malfunction.
Of course, you can do all those things intentionally, but don't forget to prevent the malfunction problems. (For example: you activate a BADDY_1 with an ACTION trigger. If the BADDY_1 slot is deleted then the ACTION will remain in the map without anything to activate, so you have to delete this trigger manually.)
		
		 5. Because 
		TRLE and (with modifications) NGLE use TRLR engine, you can use any TRLR 
		object in your WAD without problems. There are many ways to get all of 
		the TRLR WAD files. For example, you can download some TRLR WADs from 
		Skribblerz\Resources.
 
 You can also rip objects by WADMerger 
		from directly the TRLR level files (also with TR4 extension), loading 
		them into the right window.
 
 6. To understand what to do when 
		you want to choose the objects for your WAD, let's see the list of the 
		object slots shortly (see more about them in their Skribblerz tutorials 
		or in NG Center\Reference) and the objects that the slots have in 
		TRLR/TRLE WADs:
 
 a, LARA: has to be placed where Lara will be 
		when the level begins. It also contains all the basic animations that 
		Lara will use in that level. (Every WAD can have its own animation set 
		for Lara!)
 b, 'General ingredients' of Lara (don't place them in the 
		map):
		
		 - LARA_SKIN: 
		the actual look of Lara
 - LARA_SKIN_JOINTS: Lara's joints (the 
		object didn't exist before TRLR)
 - LARA_HOLSTERS: Lara's empty 
		holsters
 - HAIR: Lara's hair
 - LARA_SCREAM: it's Lara's snarling 
		head when she's shooting
 - GUNFLASH: look of the gunflash when Lara 
		(or an enemy) is shooting
c, Creatures:
		
		 - SKELETON: 
		simple skeleton
 - GUIDE: friendly guide who you can control in a 
		complicated way. It needs (not placed in the map) MESHSWAP2
 - 
		VON_CROY: similar to the guide. It needs (not placed in the map) 
		MESHSWAP1
 - BADDY_1: warrior. It needs (not placed in the map) 
		MESHSWAP3
 - BADDY_2: warrior. It needs (not placed in the map) 
		MESHSWAP2
 - SETHA: Egyptian god
 - MUMMY: simple mummy
 - 
		SPHINX: bull-like demigod
 - CROCODILE: simple crocodile
 - 
		HORSEMAN with HORSE: a manifested old warrior riding his horse
 - 
		SCORPION: big, mutant scorpion (attacks anyone, made to attack TROOPS)
		 - JEAN_YVES: special human character
 - TROOPS: friendly warrior 
		(till Lara shoots him)
 - KNIGHTS_TEMPLAR: manifested knight templar
		 - MUTANT: fire-spitting, snake- (or what) like monster (needs AHMET_MIP 
		- not placed in the map - in the WAD to spit locusts)
 - BABOON 
		(NORMAL, INV, SILENT): they're all baboons. Normal is friendly, use it 
		to pull a fake switch
 - WILD_BOAR: simple wild boar
 - HARPY: 
		'mutant eagle- (or what) like creature', i.e. the harpy from the 
		Hellenic mythology
 - DEMIGOD1, 2, 3: demigods
 - LITTLE_BEETLE: 
		emitting little beetles
 - BIG_BEETLE: big, flying insect ('beetle')
		 - WRAITH1: wraith that ignites Lara
 - WRAITH2: wraith that 
		activates a flipmap when dies
 - WRAITH3: 'casual' wraith
 - 
		WRAITH4: not used in TRLR/TRLE
 - BAT: simple bat
 - DOG: dog or 
		jackal
 - HAMMERHEAD: hammerhead shark
 - SAS: regular commando
		 - SAS_DYING, SAS_CAPTAIN: not used
 - SAS_DRAG_BLOKE: a pullable 
		corpse of a SAS
 - AHMET: 'werewolf- (or what) like creature', i.e. 
		Ammit, a demon from the Egyptian mythology
 - LARA_DOUBLE: actually, 
		it's a 'still copy of Lara', that can be hurt by the enemies - also 
		making Lara hurt!
 - SMALL_SCORPION: simple small scorpion
 - 
		LOCUST_EMITTER: emitting locusts, needs AHMET_MIP - not placed in the 
		map - in the WAD (the emitter has the name 'Fish Emitter' in city.wad, 
		but it's wrong now!)
 - BUBBLES: look of the missile of some monsters
		 - BUTTERFLY, BODY_PART: not used
		
		 Each creature 
		and ANIMATING object has one pair, named MIP. The original objects have 
		a bigger resolution than the MIP objects. It's because of technical 
		reasons: MIP appears instead of it if the original object is far from 
		Lara. That doesn't demolish the illusion for the player but saves some 
		memory.
 It's not necessary to use MIPs for that purpose. (However, 
		in the case of ANIMATINGs, see the technique at the description of 
		AnimatingMIP Script command.) Moreover, you can use ANIMATING_MIPs now 
		as independent, single ANIMATING objects.
 (The MIP for the AHMET and 
		the special AHMET_MIP for the locusts are not the same.)
d, Vehicles:
		
		 - MOTORBIKE: 
		for Lara. It needs PUZZLE_ITEM1 as the canister of nitro to give the 
		bike a bigger maximal speed and VEHICLE_EXTRA (renamed MOTORBIKE_LARA 
		maybe), not placed in the map, for biking animations of Lara
 - JEEP: 
		for Lara. It needs PUZZLE_ITEM1 as the ignition key and VEHICLE_EXTRA, 
		not placed in the map, for driving animations of Lara
 - ENEMY_JEEP: 
		driven by an imaginary enemy that is sitting in it now
 - 
		SMASHABLE_BIKE_FLOOR: floor that smashes under the weight of a vehicle
		 - SMASHABLE_BIKE_WALL: wall that smashes when a vehicle has been driven 
		against it
e, Platforms:
		
		 - 
		ONEBLOCK_PLATFORM: not used
 - TWOBLOCK_PLATFORM: paper-thin platform 
		that moves up and down
 - RAISING_BLOCK1, 2: block that moves up and 
		down
 - EXPANDING_PLATFORM: block that moves forward and backward
		 - BRIDGE (FLAT, TILT): stable, horizontal/tilted platforms
 - 
		BURNING_FLOOR: see its tutorial to learn the use
f, Other tools to move Lara:
		
		 - ROPE: 
		nullmesh ('red pyramid') object that will be a rope dangling from the 
		ceiling when triggered
 - POLEROPE: vertical pole
 - DEATH_SLIDE: 
		not used (can be used for zipline of TR2/TR3)
g, Traps:
		
		 - 
		DART_EMITTER: spitting DARTS objects
 - HOMING_DART_EMITTER: I 
		recommend you to avoid using this. Customize a DART_EMITTER in Script if 
		you want a special DART_EMITTER
 - FALLING_CEILING: falling rocks 
		from above
 - FALLING_BLOCK1, 2: floor that collapses under Lara's 
		weight
 - ROLLINGBALL: boulder
 - SPIKEY_FLOOR: doesn't seem to be 
		usable
 - TEETH_SPIKES: stakes from the floor/ceiling/wall
 - 
		JOBY_SPIKES: spinning, long stake that extends by degrees
 - 
		SLICER_DICER: attached cylinders with spikes (or what) that spin around 
		their own axis and around an axis of a track
 - CHAIN: dangling 
		chain/blade/rock
 - PLOUGH: needs four pieces and an ANIMATING7 of 
		burial.wad. Spinning blades
 - STARGATE: moving blades in a big, 
		vertical ring
 - HAMMER: big hammer
 - COG: cog that spin around 
		its own axis and around an axis of a track
 - SPIKEBALL: spiky ball 
		that falls from the ceiling, dangling in a rope
 - SQUISHY_BLOCK1: 
		smashing rock, moves back and forth
 - SQUISHY_BLOCK2: smashing rock, 
		falls down
 - TRIPWIRE, MINE_DETECTOR: not used
 - SENTRY_GUN: 
		machine-gun, won't hurt Lara with PUZZLE_ITEM5
 - MINE: mine. It 
		needs (not placed in the map) MESHSWAP3, if you want to use a mine 
		detonator
 - FLOOR_4BLADE, ROOF_4BLADE, BIRD_BLADE, CATWALK_BLADE, 
		MOVING_BLADE, PLINTH_BLADE, SETH_BLADE: blade trap types
 - 
		LIGHTNING_CONDUCTOR: nullmesh object that produces a lightning when 
		triggered
h, Flames (nullmeshes):
		
		 - FLAME: 
		place it anywhere. Lara takes fire when the object has been triggered
		 - FLAME_EMITTER: harmful for Lara. Behavior can be modified by OCBs
		 - FLAME_EMITTER2: harmless for Lara. Size can be modified by OCBs
 - 
		FLAME_EMITTER3: harmful for Lara. Not a compact flame. Using OCBs it 
		becomes an electric arch
i, Lara's pickable supplies:
		
		 - 
		PISTOLS_ITEM: pistols. It needs (not placed in the map) PISTOLS_ANIM 
		that contains Lara's pistol shooting animations and Lara's 'hands with 
		pistols' meshes and LARA_HOLSTERS_PISTOLS that shows pistols in the 
		holsters and GUNSHELL that shows the flying gunshells
 - UZI_ITEM: 
		Uzis. It needs (not placed in the map) UZI_ANIM that contains Lara's Uzi 
		shooting animations and Lara's 'hands with Uzis' meshes and 
		LARA_HOLSTERS_UZIS that shows Uzis in the holsters and GUNSHELL that 
		shows the flying gunshells
 - SHOTGUN_ITEM: shotgun. It needs (not 
		placed in the map) SHOTGUN_ANIM that contains Lara's shotgun shooting 
		animations and Lara's 'hands with shotgun' meshes and SHOTGUNSHELL that 
		shows the flying shotgunshells
 - CROSSBOW_ITEM: crossbow. It needs 
		(not placed in the map) CROSSBOW_ANIM that contains Lara's crossbow 
		shooting animations and Lara's 'hands with crossbow' meshes and 
		CROSSBOW_BOLT that shows the flying arrow that has just been shot
 - 
		GRENADE_GUN_ITEM: grenade gun. It needs (not placed in the map) 
		GRENADE_GUN_ANIM that contains Lara's grenade gun shooting animations 
		and Lara's 'hands with grenade gun' meshes and GRENADE that shows the 
		flying grenade that has just been shot
 - SIXSHOOTER_ITEM: revolver. 
		It needs (not placed in the map) SIXSHOOTER_ANIM that contains Lara's 
		revolver shooting animations and Lara's 'hands with revolver' meshes and 
		LARA_HOLSTERS_SIXSHOOTER that shows revolver in the holsters
 - 
		PISTOLS_AMMO_ITEM: unlimited pistol ammo, doesn't need to be placed in 
		the map (but it doesn't mean it can be missed from WAD)
 - 
		UZI_AMMO_ITEM: clip of Uzi bullets
 - SHOTGUN_AMMO1/2_ITEM: pack of 
		normal/wideshot shotgun ammo
 - CROSSBOW_AMMO1/2/3_ITEM: pack of 
		normal/poison/explosive crossbow arrow
 - GRENADE_GUN_AMMO1/2/3_ITEM: 
		pack of normal/super/flash grenade gun grenades
 - 
		SIXSHOOTER_AMMO_ITEM: pack of revolver bullets
 - BIGMEDI_ITEM: pack 
		that gives maximal health
 - SMALLMEDI_ITEM: pack that gives 50 % 
		health
 - LASERSIGHT_ITEM: lasersight for crossbow or revolver. It 
		needs (not placed in the map) TARGET_GRAPHICS that shows the screen you 
		will see if Lara uses the lasersight and LARA_CROSSBOW_LASER or 
		LARA_REVOLVER_LASER that contain Lara's 'hand with crossbow/revolver and 
		the attached lasersight' mesh
 - FLARE_INV_ITEM: pack of flares. It 
		needs (not placed in the map) FLARE_ANIM that contains Lara's flare 
		using animations and Lara's 'hand with flare' mesh and FLARE_ITEM that 
		means a flare that Lara has dropped and can pick up again
 - 
		BINOCULARS_ITEM: put the binoculars item in the WAD but don't place it 
		in the map - it's in the inventory automatically when the game starts. 
		It needs (not placed in the map) BINOCULAR_GRAPHICS that shows the 
		screen you will see if Lara uses the binoculars and MESHSWAP2, if you 
		want to fix binoculars bug.
 - COMPASS_ITEM: put the compass item in 
		the WAD but don't place it in the map - it's in the inventory 
		automatically when the game starts
 - MAP, SECRET_MAP: not used
 - 
		DIARY_ITEM: not used (don't even use this if you use Diary Script 
		command)
		
		
		 Some objects have a name in the game but 
		don't have one in Script. These objects must be named only in Strings, 
		using always the same entries for them.
 For example the name of 
		SMALLMEDI_ITEM in inventory of the game is Small Medipack, because the 
		value of #74 [Strings] entry is Small Medipack. If you want to see 
		another name in the game, then change and update that #74.
(Use the same method when you want to change the name of 'USE' inventory command under the small medipack.)
j, Pickable keys and puzzles:
		
		
		 - KEY_ITEM1-12: Lara can pick up a key to 
		use it in its hole, KEY_HOLE1-12. There are KEY_ITEM_COMBO1-8 slots 
		without TRLR/TRLE objects in them. But if you place an item in 
		ITEMX_COMBO1 slot and another one in ITEMX_COMBO2 slot then you can 
		combine them in the game into ITEMX
 - PUZZLE_ITEM1-12: Lara can pick 
		up a puzzle (functionally, it's a key, but its look isn't key-like) to 
		use it in its hole, PUZZLE_HOLE1-12. There are PUZZLE_ITEM_COMBO1-8 
		slots, some of them without TRLR/TRLE objects in them. You can combine 
		ITEMX_COMBO1 slot and ITEMX_COMBO2 slot in the game into ITEMX. You have 
		to place PUZZLE_DONE objects in the WAD, but don't in the map: these 
		objects show the hole when the puzzle has been set there yet.
Use the proper Script command to give the name to the key/puzzle/combo that it will show in the inventory in the game.
k, Other pickable objects:
		
		 - 
		PICKUP_ITEM1-4: items that Lara pick up to carry them in inventory. 
		(There are some NGLE triggers to make these objects more useful.) - 
		There are PICKUP_ITEM_COMBO slots without TRLR/TRLE objects in them. But 
		if you place an item in ITEMX_COMBO1 slot and another one in 
		ITEMX_COMBO2 slot then you can combine them in the game into ITEMX
		 If you use the bag of sand (PICKUP_ITEM1) for the element puzzle (see 
		its tutorial) then you need (not placed in the map) LARA_DIRT_MESH that 
		contains Lara's 'hand with bag' mesh.
 If you use the jerrycan 
		(PICKUP_ITEM2) for the element puzzle (see its tutorial) then you need 
		(not placed in the map) LARA_PETROL_MESH that contains Lara's 'hand with 
		jerrycan' mesh.
 - EXAMINE1-3: items that Lara pick up to examine 
		them from inventory. As for EXAMINE1, only the object texture shows the 
		information. But as for EXAMINE2, [Strings] #201 and 202 contains the 
		text that will be printed on the screen. The [Strings] entry for 
		EXAMINE3 is #203
 - QUEST_ITEM1-6: actually, these are pickup items, 
		but had a special task in TRLR
 - WATERSKIN: Lara can pick up a small 
		waterskin (WATERSKIN1_EMPTY), for 3 liters and a big waterskin 
		(WATERSKIN2_EMPTY), for 5 liters. WATERSKIN1_1, 2, 3 and WATERSKIN2_1, 
		2, 3, 4, 5 objects should be placed in the WAD but not in the map: these 
		objects are to indicate the actual amount of water in the waterskin. It 
		needs (not placed in the map) LARA_WATER_MESH that contains Lara's 'hand 
		with waterskin' mesh
 - CROWBAR_ITEM: crowbar. It needs (not placed 
		in the map) CROWBAR_ANIM that contains Lara's 'hand with crowbar' mesh
		 - BURNING_TORCH_ITEM: a torch that can be ignited. It needs (not placed 
		in the map) TORCH_ANIM that contains some of Lara's torch using 
		animations and Lara's 'hand with torch' mesh
 - CLOCKWORK_BEETLE: a 
		mechanical scarab that can be combined from COMBO1 and COMBO2 object.
		 See its use in Cleopatra's Palaces level: you have to send the scarab - 
		maximum three times - on tracks (once per each track). Tracks are 
		indicated by MAPPER objects. - Don't forget to place a frame under the 
		square of a MAPPER, clicking on B button of Room Editor.
Except pickups, pickup combos and examines, there aren't commands for these items to name them in Script.
l, Other inventory items:
		
		
		 - MEMCARD_LOAD_INV_ITEM: don't place it in 
		the map. It indicates the point in the inventory where you can load your 
		savegame
 - MEMCARD_SAVE_INV_ITEM: don't place it in the map. It 
		indicates the point in the inventory where you can save your savegame
		 - PC_LOAD_INV_ITEM, PC_SAVE_INV_ITEM: not used
m, Switches:
		
		
		 - SWITCH_TYPE1-6: lever on the wall, button 
		etc.
 - SWITCH_TYPE7: actually, it could be anything. If Lara shoots 
		the mesh with the highest ID then the mesh will shatter, activating the 
		SWITCH trigger
 - SWITCH_TYPE8: actually, it could be anything. If 
		Lara shoots the mesh with the highest ID then it will activate the 
		SWITCH trigger
 - UNDERWATER_SWITCH1: lever on the wall, in the water 
		(you won't find any object like this in TRLR/TRLE WADs)
 - 
		UNDERWATER_SWITCH2: lever on the ceiling, in the water
 - COG_SWITCH: 
		a vertical wheel that Lara must rotate, grabbing the handles on the 
		wheel
 - JUMP_SWITCH: a small lever on the wall. Lara jumps towards 
		it, gets it, and pulls it down by her weight
 - CROWBAR_SWITCH: Lara 
		places the crowbar in it and uses it as a lever
 - PULLEY: a vertical 
		cord that Lara pulls down (you need a Static object for the illusion of 
		the cord: see settomb.prj)
 - TURN_SWITCH: a pedestal-like switch 
		that Lara will turn around its vertical axis (having a special setup)
		 - SEQUENCE_SWITCH1, 2, 3: big buttons in a special setup with 
		SEQUENCE_DOOR1 objects
n, Doors:
		
		
		 - TRAPDOOR1, 2, 3: trapdoors that can be 
		opened/closed by triggers
 - FLOOR_TRAPDOOR1, 2: trapdoor on the 
		floor level. Lara can open them, manually
 - CEILING_TRAPDOOR1, 2: 
		trapdoor on the ceiling level. Lara can open them, manually
 - 
		SCALING_TRAPDOOR: not used
 - DOOR_TYPE1-8: many types of doors that 
		can be opened/closed by triggers. (You can also use doors to be open by 
		crowbar here.)
 - PUSHPULL_DOOR1, 2: doors that need frame. Lara can 
		open them, manually (grabbing the doorknob)
 - KICK_DOOR1, 2: doors 
		that need frame. Lara can open them, manually (grabbing the doorknob or 
		kicking them)
 - UNDERWATER_DOOR: doors in the water. Lara can open 
		them, manually
 - DOUBLE_DOORS: it's one object with two door wings. 
		Lara can open them, manually
 - SETH_DOOR: not used
o, Effects and other nullmeshes:
		
		
		 - SMOKE_EMITTER_WHITE: nullmesh. Emitting 
		white smoke when triggered
 - SMOKE_EMITTER_BLACK: (actually, it's 
		the same as SMOKE_EMITTER_WHITE)
 - STEAM_EMITTER: nullmesh. Emitting 
		steam when triggered or bubbles in the water. Behavior can be modified 
		by OCBs
 - EARTHQUAKE: nullmesh. Place it anywhere. It simulates 
		earthquake ('shaking level') when triggered
 - WATERFALLMIST: 
		nullmesh. It simulates the mist when the waterfall hits the pool below
		 - RED_LIGHT: doesn't have any object in TRLR/TRLE. Copy any nullmesh 
		here and it will emit red light, when triggered
 - GREEN_LIGHT: 
		doesn't have any object in TRLR/TRLE. Copy any nullmesh here and it will 
		emit green light, when triggered
 - BLUE_LIGHT: doesn't have any 
		object in TRLR/TRLE. Copy any nullmesh here and it will emit blue light, 
		when triggered
 - AMBER_LIGHT: nullmesh. Emitting pulsing amber (?) 
		light when triggered
 - WHITE_LIGHT: doesn't have any object in 
		TRLR/TRLE. Copy any nullmesh here and it will simulate vibrating neon 
		light when triggered
 - BLINKING_LIGHT: doesn't have any object in 
		TRLR/TRLE. Copy any nullmesh here and it will emit blinking light when 
		triggered. (Use Empty button of WADMerger on it.)
 - LENS_FLARE: 
		nullmesh. It simulates 'the Sun shines on the lens of the camera' effect
		 - LARA_START_POS: nullmesh. When Lara's back into a level, then she 
		will continue the level from here and not the position of LARA object, 
		if you use this object. I mean, it's the original purpose of the object, 
		but in NGLE, it can have more tasks - for example, you can transport an 
		enemy in a level from its actual position to a LARA_START_POS
 - 
		KILL_ALL_TRIGGERS: nullmesh. Doesn't seem to be usable
 - 
		TRIGGER_TRIGGERER: nullmesh. Place it on a square that is marked by 
		clicking on T button of Room Editor, making it framed with a blue line. 
		The trigger of this square can't be activated until you trigger this 
		TRIGGER_TRIGGERER
 - CAMERA_TARGET: nullmesh. Attach a trigger to it, 
		with subject TARGET. If Lara activates the trigger then she'll look 
		where the object is. If the activation happens with overlapped by a 
		camera trigger then the target of a camera will be this object
 - 
		WATERFALL1, 2, 3: simulates 'streaming things': water, sand etc.
 - 
		PLANET_EFFECT: a special effect.
p, Artificial intelligence (nullmeshes):
		 - 
		AI_GUARD: place it on the square of a creature. If the creature is 
		triggered, it will turn its head, but won't move, and won't notice Lara 
		until she's bothering
 - AI_AMBUSH: place it on the square of a 
		creature and place another one somewhere else. If the creature has been 
		triggered, it will run to the other AMBUSH
 - AI_PATROL1, 2: place an 
		AI_PATROL1 on the square of a creature and place another one somewhere 
		else, and an AI_PATROL2 somewhere else. If the creature has been 
		triggered, it will run to the other PATROL1 then PATROL2. After that, it 
		will move back and forth between PATROL2 and the second PATROL1
 - 
		AI_MODIFY: use it instead of or with an AI_GUARD. In this case the 
		creature has a smaller chance to notice the bothering Lara (because of 
		fewer or nothing head turnings). (Sometimes you must have one on a 
		square of a SAS, because of technical reasons.)
 - AI_FOLLOW: 
		indicates the track of some moving object. See more in the guide's 
		setup, for example
 - AI_X1 and X2: see more about them in the 
		official TRLE manual (they're doing some special in the behavior of 
		SAS). And X1 can also be used in train levels
q, ANIMATING objects:
- ANIMATING1-16: a very simple Moveable object. Sometimes it's only a still decoration but sometimes it will do its own animation, when triggered, without any intelligence
r, Other Moveable objects:
		 - 
		SCALES: scales with special setup
 - PUSHABLE_OBJECT1-5: Lara can 
		push or pull them
 - ELEMENT_PUZZLE: a puzzle with a special setup
		 - SMASH_OBJECT1-8: don't have any object in TRLR/TRLE. Copy any 
		Moveable object here and it will work as a SHATTER object that you can 
		shatter only with exploding ammo now
 - HORIZON: horizon of the level 
		(don't place it in the map) - use 'Horizon= ENABLED' command in Script 
		with it. (You won't see sky in the level without HORIZON in the WAD.)
s, Special Moveable objects:
		 - 
		LARA_SPEECH_HEADX, ACTORX_SPEECH_HEADX: changeable head for Lara and for 
		(only?) Von Croy
 - GAME_PIECE1, 2, 3, ENEMY_PIECE, WHEEL_OF_FORTUNE: 
		objects for the game of Senet
 - MAPPER: a special machine (actually, 
		works like an ANIMATING) from TRLR level 'Guardian of Semerkhet' (so 
		it's not equal with MAPPER of the mechanical scarab)
 - 
		SARCOPHAGUS_CUT: a Seth statue on a sarcophagus lid. Actually, use it as 
		an ANIMATING, its special properties are used in a cutscene, in TRLR 
		level 'Burial Chambers'
 - HORUS_STATUE: a Horus statue. Actually, 
		use it as an ANIMATING, its special properties are used in a cutscene, 
		in TRLR levels 'Temple Of Horus'
 - GOD_HEAD: use it as an ANIMATING, 
		animating it. It produces a short 'showing Semerkhet's (?) head' 
		animation. (Used in TRLR level 'Tomb Of Semerkhet'.)
 - 
		STATUE_PLINTH: actually, it's a special hole (pedestal) for a 
		PUZZLE_ITEM. (Used in TRLR levels 'Temple Of Horus'.)
 - SPRINKLER: 
		use this sprinkler as an ANIMATING, animating it, to sprinkle some 
		water. (Used in TRLR level 'Chambers Of Tulun'.)
t, Static objects:
		 - 
		PLANT0-9, FURNITURE0-9, ROCK0-9, ARCHITECTURE0-9, DEBRIS0-9: different 
		names with the same properties. These objects are still decoration.
		 - SHATTER0-9: objects that will shatter having been hit by a bullet, a 
		sword etc.
u, Objects for sprites (don't place them in the map):
		 - 
		SKY_GRAPHICS: a bit mysterious object. It seems it has nothing to do 
		with the sky (or maybe anything) at all
 - DEFAULT_SPRITES: it 
		contains the looks of many important things: the rope of ROPE object, 
		the smoke of a gun after shooting etc.
 - MISC_SPRITES: not used in 
		TRLR/TRLE (but in NGLE it will have a task, see: 'Elevators and 
		Detectors' demo project)
Notes:
		 1. 
		If you don't know in which WAD to find an object for an object slot, try 
		Stephen Cooper's Object finder available from the Tools and Resources 
		page.
 2. If you can't 
		identify by its look what a given object is, then see the project file 
		of its level in Room Editor to examine the original use of the object.
		 If you don't have a project for a TRLR level, then rip it from its 
		level, using TR2Prj program (on Skribblerz\Tools).
 3. NGLE can give 
		some original TRLE object slots new setups. (See for example QUEST_ITEM1 
		in 'Elevators and Detectors' demo project.)
7. Open Rename list in WADMerger, seeing Moveable objects. Some object slots are marked there as NG. These slots are made by Paolone (creator of TRNG) and used for some new types of objects:
		
		 - objects used in TR games with not TRLR 
		engine (hydra of TR5, rubber boat of TR3 etc.)
 - new objects (PANEL 
		objects to create special collision etc.)
See more about them in the demo projects by Paolone.
		
		 EXTRA00-99 
		slots are new Static slots, made by Paolone.
 If there are no empty 
		Static slots for your Static object, then rename one of them into a slot 
		named EXTRA (starting it with the EXTRA having the lowest free ID). 
		After that, you can use the original name of the renamed slot to put 
		another Static object there. 
8. If you want to use fan-made objects in your level then you can find many smaller or bigger fan-made WAD files on the net (not using them for a level but only using them as an object source) that are TRLR-compatible. I recommend Objects page on Skribblerz or TRSearch.
		
		 9. You can find many WADs here at Skribblerz 
		that are used by not just TRLE but other official Tomb Raider games. You 
		can use any Static object of these WADs in any Static slot of your WAD, 
		but be careful with the Moveable objects of these WADs:
 Let's see an 
		example: you can find a tiger object in a TR3 WAD. But there are no 
		tiger object slot in TRLR WADs. What should you do? - Well, maybe the 
		best you can do is to find a fan-made tiger on the net that is on a 
		strange TRLR slot (for example, DOG) in a TRLR compatible WAD, but 
		tested to work properly on it.
(The objects of non-TRLR engined WADs can appear in bad TRLR slots in WADMerger. So ignore those slots and try to identify the object - or see item #10 just below.)
10. You can rip objects by WADMerger from directly not only TRLR level files but the level files of other old-generation Tomb Raider games (PHD, TR2, TRC files). Maybe this operation is necessary: for example, if you want to use a TR3 object in your WAD (a so-called v130 WAD), with its original (i.e. TR3 and not TR4) sound slots.
These ripped objects appear not in TRLR slots in WADMerger but using the slots of their own games (or what). It makes the identification of the object easier.
		 11. 
		Don't forget to place the sound files - that the level will use - in 
		sound\Samples folder. (Now or any time during editing the level.)
		 But, if there's a sound file in that folder it doesn't mean 
		automatically that file is usable in your level. To make a sound to be 
		usable there, it's necessary to put an object - that uses that sound - 
		into the WAD or to add the sound to the WAD without putting an object 
		into it.
You can do the 'non-object method' with these tools: the original TRLE tool (pcwadsfx), the Sound Manager function of WADMerger or (see Skribblerz, Tools page) Screamer. (So with these tools you can also update SAM and SFX files. It means SAM and SFX can contain sound files that are not attached to any object.)
12. You can find StrPix program on Tools page of Skribblerz. With this program you can edit the texture of the objects. (If you want to edit a v130 WAD with StrPix then don't forget to use StrPix3_v130.exe - see Tools folder, created by NGLE installation - instead of the original StrPix3.exe.)
		 13. 
		You can find Metasequoia and Meta2tr programs on Tools page of 
		Skribblerz. With these programs you can make your own objects (for 
		example, your own tiger) or re-edit other objects.
 (Anyway, Meta2tr 
		can do more things than editing a single object. It is worth trying.)
		
		
		
		
		 14. You can edit the sprites of the WAD with 
		Sprite Editor tool of NG Center\Tools.
 There are some ways in Script 
		to customize fonts. But some properties of the fonts are handled as 
		sprites of the FONT_GRAPHICS object. You can edit these sprites by NG 
		Center\NG Font Editor.
		
		
		
		 15. 
		There are some more methods (I'm talking about NGLE and WADMerger now 
		first of all) to edit or customize your objects. - See for example 
		Switch Manager or Animation Editor tools of WADMerger or some Script 
		entries or triggers of NGLE.
 Some tools for editing objects in NG 
		Center\Tools2: Fast 3D or Texturize DXF File.
		
		
		
		
		 16. You can create an 'encyclopedia' of your 
		objects if you use Object Manager tool in NG Center\Tools2.
 (In this 
		case you will need TRViewer program, but change its original EXE with 
		the one in Tools folder.)
		 17. 
		Give a new (any kind of) name to a slot, if you want:
 Open 'Select 
		Object' panel of Room Editor (for example, clicking on object slot 
		window in object panel), select the slot, then click Rename button.
		 (The new name is valid only in Room Editor and grcastle.txt file. - So, 
		grcastle.was always shows the original name when you open it directly or 
		in WADMerger.)
		 
 Making 
		Your Own TGA
		 
 1. Maybe you want to create 
		grcastle.tga as a brand new set of texture tiles or maybe you want to 
		re-edit grcastle.tga (now or any time during editing the level) that 
		exists.
 If you want to do them then do this:
 Load the source TGA 
		into the left window of TBuilder. Click with the square-shaped cursor on 
		a tile here to select it then go to the right window, and click, to put 
		the selected tile here, i.e. to the tiles of grcastle.tga. - Check 
		TBuilder to also understand the other, easy features of editing TGA 
		files with it.
2. When you have your TGA attached to your level and you refresh its contents in TBuilder then you also have to refresh it in your projects after that, with one of these methods:
		
		
		 - You attach the TGA again.
 - You load 
		the project.
You can have problems if you overdraw a tile in the TGA, if that tile is just placed/referred in the project/script of your level. (The description of the problem is similar to the similar problem of refreshing a WAD. - See above.)
3. TRLE gave us other TGA files to get tiles from them: see Extra Textures folder.
		
		
		 4. Feel free to use the TGA texture set of 
		any other Tomb Raider games as tile source.
 (If you want, you can 
		load old-generation Tomb Raider level files into TBuilder to rip their 
		texture tiles from them.)
		
		
		 5. If you want, feel free to make your own 
		tiles to your own TGA, of course.
 Naturally, you can use any picture 
		(or some part of it) to put it as a tile (directly or edited before 
		that) into your TGA.
		
		
		 6. Load your project into Room Editor, and 
		see the texture panel. The texture tiles are arranged into four columns 
		there. If you click one of the tiles then a red square-shaped cursor 
		will appear around it.
 Click on Big Texture button of Room Editor, 
		making it yellow. It means you switched on the big texture function: if 
		you click on a tile now then the red square-shaped cursor will appear 
		around it, the tile next to it and the two tiles above/below them. One 
		tile is 64x64 pixel sized so this 'multi-tile' of the four tiles is 
		128x128 pixel sized. - Click in the map to place that 128x128 picture 
		there instead of a 64x64 picture now.
But this method is not perfect. It would be perfect if we could say 'tile' when we see a 128x128 picture. (There are some reasons to say that. See one of them: just think about it - you need to place whole tiles into each animation range. So you can't place a 128x128 multi-tile into any range, only if it's a 128x128 tile.)
		
		
		 If a project uses 64x64 tiles then we call 
		this project 'v49'.
 If a project uses 128x128 tiles then we call 
		this project 'v50'.
 (Check if your project is v49 or v50: see it on 
		the title bar of Room Editor.)
		
		
		 If you want to build your TGA using 128x128 
		tiles and not 64x64 tiles in TBuilder, then you can find many 128x128 
		tiles on Textures page of Skribblerz.
 (You can find the tiles of all 
		the original Tomb Raider games here and the tiles of some fan-made 
		games. The original tiles of older Tomb Raider games are 64x64 
		originally but converted into 128x128.)
		
		
		 If you want to use a TGA file with 128x128 
		tiles in your project then you must convert your project (with the TGA 
		attached to it before) from v49 into v50.
 You can find the tool of 
		the conversion in Tools folder: MapConverter2.exe (not 
		MapConverter.exe). (Don't forget to check 'Modify ONLY�' option before 
		the conversion.)
 After the conversion:
		
		
		 - Big Texture button becomes red 'forever', 
		indicating: 'you can't switch me off any more'.
 - Feel free to go on 
		editing TGA, if you want.
		
		
		 See the basic tutorial of NGLE to read more 
		about 'big' texture tiles.
 
 Arranging 
		Other Files
		 
 1. 
		If you want to use sky for your level, then you need not only a HORIZON 
		in the WAD. You also need a RAW file in wads folder to show the pattern 
		of the sky and a Layer1 command in Script to adjust the exact color of 
		the sky.
 Now you can find more RAW files in wads folder. They belong 
		to the WAD with the same name. - So, for example, city.raw belongs to 
		city.wad. (Pcsky.raw is a special RAW, automatically used for a level 
		with HORIZON and Layer1 but without its own RAW.)
 Copy a RAW then 
		paste it with a new name. This new name is grcastle.raw now, of course. 
		(You can adjust Layer1 later.)
Notes:
		
		 1. This sky thing 
		could be specific if you use a special (TR3 type) HORIZON object.
		 (In this case the sky is drawn on the top of 
		HORIZON so you don't need RAW and Layer1.)
 2. Not only pcsky.raw is 
		the only specific file in wads folder: font.pc defines the default font 
		type for all the levels. (Don't waste your time with creating a new 
		font.pc. If you want new font properties for your level then - see above 
		- use FONT_GRAPHICS and/or some Script commands.)
 3. You can see 
		many LAR files in wads folder, with the same names as the WADs have 
		there.
 No, it doesn't mean you need a grcastle.lar file. LAR files 
		were used for Lara's animations, but they don't have tasks now. I.e. you 
		can find Lara's animations in WADs now.
		 
 2. 
		If you've done with the tutorial project then you know that you can play 
		audio files - some of them only background 'music' (noise) and the other 
		ones are the 'foreground' music (the 'real' music) - of audio folder 
		with WAV extension and 000-111 IDs, if you use a trigger named CD. 
		 With NGLE you can use more IDs (000-255) that are not only WAVs and 
		each ID can be used either as background or as foreground (see more: NG 
		Center\Reference\Mnemonic Constants\CUST_NEW_SOUND_ENGINE), using not CD 
		triggers but 'Sound. (CD)' FLIPEFFECT triggers. - Read NG 
		Center\Reference\New Commands\ImportFile to use special files as 
		audio\sound.
 So, in NGLE you can use 256 audio slots in audio folder 
		(and more with ImportFile) to create your own audio set for your game. - 
		Feel free to overwrite the original audio files in the folder.
If you still don't know what the mood of the level etc. will be then you can define your audio files later.
Notes:
		
		
		 1. Use cm.exe or start_me.exe in Tools folder 
		if you want to convert your MP3 files into WAVs.
 2. When 'Output 
		WAD' operation happens then a file with CD extension will be created - 
		or, if it exists: will be updated - in wads folder, with the same name 
		as the WAD has. Open this file as if it was a TXT file.
 This CD file 
		shows some info of CD triggers that are just placed in the map. - So the 
		file won't show anything about 'Sound. (CD)' triggers.
		
		
		 3. 
		Maybe you want to use a feature that needs files to be attached. (See 
		for example Image Script command.)
 In this case place the required 
		files in the required folders.
If you still don't know what these files are (or what 'with attached files' feature you will use) then you can place those files later.
		
		
		 If 
		you place some of the files mentioned in the tutorial in their folders 
		(for example, if you're creating a new font.pc) then you need to do a 
		'making a playable version of the level' operation to add/refresh that 
		file de facto to/in your level/game.
 
		
		 Title Features
		 
 Actually, the title sequence of the game is a level: you have a 
		title.prj project file you can edit and convert into TR4 file. - But you 
		have to know some special things when you edit title.prj. I.e. there are 
		some editing steps that belong to title and some other editing steps are 
		not the same in title and the 'real' projects.
 However, when I say 
		you can create your own, new level it also means you can create a new 
		title, instead of the old one.
 But this tutorial is not about making 
		title.
In spite of that, now I'd like to mention some features that belong to title:
		
		
		 1. 
		To define the name of your game, you have to draw your own Tomb Raider 
		logo that will appear in title of the game:
 
 1. Create your logo 
		in Logo folder. (Or get one - for example, from TRSearch - to customize 
		it.)
 This logo is a BMP (named uklogo.bmp) with 512x256 pixel. 
		(Don't forget: black color of the picture will be transparent in the 
		game.)
 2. Open the picture with a simple program that can care about 
		RAW files. (For example with BmpToRaw.)
 3. Use the program to 
		overwrite uklogo.raw in Logo folder.
 4. Run logo.bat in Logo folder 
		to overwrite logo.pak in data folder.
 5. Start the game to admire 
		your new logo.
 
 2. You can find LoadCamera command not only in 
		[Level] blocks but also in [Title] block of Script.
 The value of 
		LoadCamera in [Title] block defines the still picture you will see when 
		the game leaves title sequence.
 To redefine that value:
 
 1. 
		Copy the whole [Title] block to anywhere the [Level] blocks, naming this 
		copied block [Level] instead of [Title].
 2. Give a Name command to 
		this new [Level] block. - There is a 'Title Load Screen' entry in 
		[Strings]. It seems obvious as a name now.
 3. Save and build the 
		script.
 4. Start the game and start Title Load Screen level from New 
		Game menu.
 5. Now you know how to get LoadCamera value for a 'real' 
		level - use the same method now, reading the numbers from the screen. 
		Then quit the game.
 6. Type the numbers to the LoadCamera command of 
		[Title] block, overwriting the value there.
 7. Delete the whole 
		block of Title Load Screen level.
 8. Save and build the script.
 
		 3. Just after you've clicked on tomb4.exe, you will see a still picture 
		on the screen, just before the game starts, showing title sequence.
		 This still picture is 640x480 pixel sized, named load.bmp. You can find 
		it in the main folder. Swap it for another picture with the same 
		properties, if you want to see another picture after clicking on 
		tomb4.exe.