Tomb Editor
by MontyTRC (*)
(*) Additional credits: Lwmte, XProger, Stohrendorf, Titak, leveldesigner1, TRTombLevBauer, Gancian, Gemini, Gh0stBlade, Monsieur Z, Teslarus, Banderi, teme9.
Tomb Editor is an unofficial level editor for Tomb Raider 4 custom levels. It is a modern replacement for the RoomEdit level editor from Core Design, also known as "TRLE", which was released to the public in 2000 with Tomb Raider Chronicles and was the original in-house tool used by the development team to produce levels for Tomb Raider 4. Unlike RoomEdit, which dates back to 1999 and Windows 98 era, TombEditor is compatible with modern systems from Windows 7 to Windows 10, supports both 32-bit and 64-bit CPUs, takes advantage of modern GPUs capabilities through the use of DirectX 10 and has a more standard user interface utilizing a spectrum of mouse controls. TombEditor allows for import of RoomEdit's PRJ project files and for use of WAD object files and TGA texture sets, but also introduces its own proprietary PRJ2 format for project files and WAD2 format for object files, which are aimed at lifting the limitations imposed by the original formats. All of the crucial, basic functionality for level editing was ported from RoomEdit, with some of it extended to new abilities, along with new, additional tools developed from scratch to aid the editing process.
Version 1.7 with TEN 1.3 update - 06/01/2024
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List of changes:
Tomb Editor:
- Added more wall subdivisions, which can be accessed by using Drag Tool while holding any numerical key on a keyboard.
- Side faces for slopes next to flat blocks, or 2 crossing slopes next to each other, will now be rendered and can be textured.
- Added options to disable volumes and activate them in adjacent rooms.
- Added global event editor.
- Added global events to a node editor and to legacy trigger editor.
- Added ability to lock nodes.
- Added node for end-of-level reason management.
- Allow to move and sort event sets.
- Support default values for Vector3 and Color value types in nodes.
- Always link new nodes to "else" statement for conditional node, if "then" statement is already occupied.
- Split TrCatalog.xml file into multiple catalogs for better usability.
- Fixed original winroomedit bug where a wall texture would unexpectedly swap if ED / RF subdivisions were in the opposite void.
- Fixed incorrect coordinates in tooltip for light objects.
- Fixed audio track nodes not properly recognizing files in subfolders.
- Fixed alignment option not working for display sprite node.
- Fixed range for air value nodes.
- Fixed displaying of meshes with more than 65535 vertices.
- Fixed exception when attempting to load imported geometry with textures larger than 4096 pixels.
TombIDE:
- Updated Tomb1Main to TR1X 3.0.5.
- Updated FLEP.
- Launch TEN in -debug mode from the sidebar by default.
- Added engine version display into Level Manager.
- Added engine up-to-date checks for TEN and TR1X.
- Added "Update" button for TEN versions 1.0.9+ and TR1X versions 3.0+.
- Added an "Exit" menu item into Scripting Studio.
- Fixed issue where autocomplete popup wouldn't open after the first completion.
TEN Version 1.3:
- Fixed crash if title logo is removed from Textures folder.
- Fixed crash if unknown player state ID is encountered.
- Fixed bug with OCB 2 on pushables, and some other pushable bugs.
- Fixed pushable camera bug during edge slip.
- Fixed lever switch turn off alignment animation.
- Fixed lack of water splash in certain scenarios.
- Fixed hydra flame not showing when charging.
- Fixed shockwave light for hammer god.
- Fixed camera shaking in some cases when the player is in quicksand room.
- Fixed certain flame emitter OCBs emitting fire in wrong directions.
- Fixed player not being able to pick up a torch when crouching.
- Fixed jittery camera when performing crawl-to-hang.
- Fixed several issues with limited pistol ammo.
- Fixed player not being able to crawl if two-handed weapon is currently equipped.
- Fixed playback issues with audio tracks placed in subfolders.
- Fixed thin caustics outline on the edge of the blocks.
- Fixed big static objects affected wrongly by dynamic lights.
- Fixed legacy trigger leveljumps ignoring provided level index.
- Fixed incorrect light collection in some cases.
- Fixed normal mapping for rooms, items, and statics.
- Added ambient occlusion (SSAO).
- Added new post-process workflow (monochrome, negative, exclusion) with tinting.
- Added SMAA antialiasing instead of MSAA.
- Added previously missing player start position object functionality.
- Added fast speed for fly cheat by holding Sprint input action.
- Added speedometer to vehicles.
- Added global node events.
- Totally revised transparency handling.
- Increased the maximum frames for animated sequences from 128 to 256.
- Optimized the renderer.
- Separate underwater wall and ceiling switch objects into two slots each.
- Accurately rotate display sprites around the pivot defined by the align mode.
- Allow walking on slopes when wading in water (similar to quicksand).
- Allow player to pull certain levers with both hands when holding a flare.
- Ported twin auto gun from TR3.
- Revised keyhole OCBs to account for keeping or losing keys:
- OCB 0: Play default animation and lose key.
- Positive OCB: Play anim number and keep key.
- Negative OCB: Play anim number and lose key.
- Revised Wolf OCBs:
- OCB 0: Wolf starts in walking animation, ready to chase Lara.
- OCB 1: Wolf starts in sleeping animation.
Lua API changes:
- Added Lara:GetInteractedMoveable() which returns currently interacted moveable by Lara.
- Added Moveable:SetStatus() to set the current status of the moveable.
- Added Room:GetColor() to get room's ambient light color.
- Added Util.PickMoveableByDisplayPosition() and Util.PickStaticByDisplayPosition() functions.
- Added View.GetCameraPosition(), View.GetCameraTarget() and View.GetCameraRoom() functions.
- Added View.SetPostProcessMode(), View.SetPostProcessStrength() and View.SetPostProcessTint() functions.
NOTE: This version abandons separate update packages for existing TEN projects, because update function is now integrated into TIDE. Your existing TEN projects must be at least of version 1.0.9, otherwise you have to update manually using previous version's TEN update package.
NOTE: TEN script directory structure has changed a bit. Now all level scripts are placed to Scripts/Levels subfolder by default, not to root Scripts folder. Existing scripts in the root folder will continue to work though.
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