Title Flyby Cameras
by 
		EssGee
		
		Creating a custom Title Flyby level
		
The Title level is the one that you see behind the New game and load 
		menus before you enter your game. You can create your own custom Title 
		Flyby in the same way you build a normal level, except that this title 
		level is a continuously looped flyby, so it is not playable as such.
		
I'll describe a simple method for creating a custom Title Flyby and 
		then look at the pre-existing Core Title.
		
		Making a simple custom Title Flyby
		
1. Create the rooms for your flyby in the normal manner. In this 
		example I'm assuming that all the rooms are interconnected, so you can 
		continuously fly through the rooms. In fact, you can walk Lara around 
		your level to inspect your work first by simply changing your compiled 
		TR4 name temporarily to a level name that's already in your script.
		
By default your title level would be called Title, but you can call 
		it what you like as long as you apply this naming in the script. The 
		looped backing music for the Title is by default 104. But again you can 
		change this to one of the other looped track numbers and alter in your 
		script, or simply rename your chosen custom loop to 104.wav.
So 
		your Title script might look something like this:
		;--------------------------------------
; Title
		;--------------------------------------
[Title]
		LoadCamera= 84246,-533,78233,81622,-1514,78208,40 ;src x,y,z target 
		x,y,z, room
Level= DATA\MYTITLE,103
When the level is in the 
		Title script as above, the engine takes over and Lara is not seen in the 
		level and you will only see from the flyby camera perspective.
2. 
		Setting the Flyby cameras. For a simple setup, place a flyby camera 
		where you want your flyby loop to begin. Place Lara on the same tile as 
		the camera. Select the camera and Place a 'Trigger for camera' on the 
		same tile. In the OCB box of this camera depress code bits 0 (Snap to 
		cam sequence) and 2 (Loop for infinity). In the camera Properties enter 
		Seq 1 Num 0.
3. Then continue to add more cameras advancing the 
		sequence number by one each time (e.g. Seq 1 Num 1, Seq 1 Num 2 etc).
		
4. Note that there's a limit to the number of cameras you can use in 
		a sequence which is 32 (i.e Cam Num 0-31).
5. Arrange your 
		cameras so that the last camera in the sequence is located near the 
		first camera. This way the transition to loop back to the start will be 
		smooth.
		
		Understanding the Core Title sequence
		
Now you undertsand the basics, we'll take a look at the Core Title 
		flyby. It works a little differently. It is made up of 3 separate 
		sequences that occur in three disconnected areas of the map.
		
		1. Open the Title project up and take a look at Room 
		12 where the first camera in the sequence is located. Beneath the camera 
		is a normal Trigger for this camera. Lara is placed in the adjoining 
		room 24. In other words she only has to be placed somewhere on the map. 
		She will not be seen during the Title flyby. Open the OCB box of the 
		camera - interestingly it is Seq 1 Num 1, which means it onbviously 
		works if num 1 is the first in the sequence. Generally it is recommended 
		to use Num 0 as the first cam in a sequence. Also take a look at room 20 
		(camera seq 1 Num 11). It has OCB code bit 14 depressed (Activate heavy 
		trigger) and has a trigger for Animating 6 beneath it. This is the pair 
		of opening doors that you see during the flyby.
2. Now follow the 
		sequence through to room 23 to look at the final camera in this sequence 
		- which has Cam Properties Seq 1 Num 13, with OCB code bit button 14 
		depressed (activate a heavy trigger). Beneath this camera is a 'Trigger 
		for Flyby 2'. Yes, Trigger not Heavy. Unlike in normal levels, it seems 
		to work whether you use a Normal trigger or Heavy trigger. This trigger 
		will make the flyby leap to the second camera sequence which starts in 
		Room 2.
3. In Room 2 take a look at the first camera. It has 
		Camera Properties Seq 2 Num 1 with OCBcode bit 0 depressed (snap to 
		cam). Follow the second camera sequence through to room 10. There are 
		two cameras in this room. Camera seq 2 num 15 is actually the last 
		camera in the sequence. It has OCB code bit 14 depressed (Activate heavy 
		trigger) and has a 'Trigger for Flyby 3' placed beneath it. The other 
		camera (Seq 2 Num 16) is a dummy camera which is placed there to make 
		the jump to the next sequence happen properly. This is the same as the 
		Cut Cam technique described by Uvavoo here:
		
I'm not sure why this sequence needs the dummy cam and the first one 
		didn't (unless there is a dummy cam for the first sequence hidden 
		somewhere else on the map and I haven't located it).
4. Now move 
		to room 34. The first camera in this sequence is Seq 3 Num 1 and has OCB 
		code bit 0 depressed (snap to cam). Starting to sound familiar, isn't 
		it. Now check the other camera in room 34. It has OCB code bit 14 
		depressed (activate heavy trigger). It has a 'Trigger for Animating 3' 
		beneath it. This is a trigger for the animating rocking boats.
		5. Finally go to room 32 and look at the last camera 
		in the sequence Seq 3 Num 9. It has OCB code bit 14 depressed (Activate 
		heavy trigger) and a 'Trigger for Flyby 1' placed beneath it. This will 
		make the sequence jump back to the start of the loop (at Camera Seq 1 
		Num1).
So that's how the Core Title flyby works. 
		
Comments
If you run into problems with your own custom 
		Title e.g where the camera won't jump from one sequence to the next, 
		then I'd try using the extra dummy camera technique to solve the 
		problem. If normal triggers don't work under the cameras then try a 
		Heavy trigger.