TRLE Glossary
Please note that this isn't a full and comprehensive list of words, just a compilation of those that we can think of. We'll try to add to it whenever we can.
Building Workflow
This is not the definitive way of doing things; every builder is different, but this is just a basic example for beginners to help understand some of the terminology used and where it might be seen.
PRE-BUILD ~ Ongoing Start gathering and building texture sets, WADs containing objects, animations, sounds. Also a good idea to map out levels with good old fashioned pen and paper. PLAYTEST Needs no explanation. If all goes well, you can play your level. You may also need to go back to pre-build stage to create more objects or get new textures. |
Pre-Build
.TGA - The format that your texture set has to be in for it to be recognised by the Room Editor and NGLE editor.
.WAD - The file format of your collection of objects, also known as WAD.
.WAS - A list of animations and objects in the .WAD.
.Obj - The file format used by builders who create their own objects. This can be imported into Strpix for texturing.
Map - A term used to describe your created project in the editor.
.TGA - The format that your texture set has to be in for it to be recognised by the Room Editor and NGLE editor.
.WAD - The file format of your collection of objects, also known as WAD.
.WAS - A list of animations and objects in the .WAD.
.Obj - The file format used by builders who create their own objects. This can be imported into Strpix for texturing.
Map - A term used to describe your created project in the editor.
Building Stage
Editor - Also known as level editor or Roomedit. The software used to build and design your worlds
Script - A file containing the level name, puzzle and item names, level load screen camera coordinates and a lot more.
Strings - The file which contains the names of everything needed for the script to load. For example, you put in your script that your level is called 'Temple of Karnak', you would need to put this name into the Strings file.
OCB - Conditions that are set to an object in the Editor. Stands for Object Code Bit.
Trigger - A way to trigger an action. You set a Trigger on a tile to spawn an enemy, light a fire or animate a boulder.
Flipmap - An action that changes an entire room. Has to be triggered. Geometry can be changed. Eg. Lara is in a room, but she presses a detonator. A flipmap would 'flip' the room to the room that you created, showing destruction.
Room - Just that. A room built in the editor. Multiple rooms connected together via doors or corridors (or sometimes neither), make up a map.
Editor - Also known as level editor or Roomedit. The software used to build and design your worlds
Script - A file containing the level name, puzzle and item names, level load screen camera coordinates and a lot more.
Strings - The file which contains the names of everything needed for the script to load. For example, you put in your script that your level is called 'Temple of Karnak', you would need to put this name into the Strings file.
OCB - Conditions that are set to an object in the Editor. Stands for Object Code Bit.
Trigger - A way to trigger an action. You set a Trigger on a tile to spawn an enemy, light a fire or animate a boulder.
Flipmap - An action that changes an entire room. Has to be triggered. Geometry can be changed. Eg. Lara is in a room, but she presses a detonator. A flipmap would 'flip' the room to the room that you created, showing destruction.
Room - Just that. A room built in the editor. Multiple rooms connected together via doors or corridors (or sometimes neither), make up a map.
Output
Output - An important step done by a convertor tool to create a playable .exe. It uses the .prj, .WAS file, the script and strings files, to create a .tom, which in turn is converted into the playable .exe.
Engine - The software that runs the created .exe. It
Output - An important step done by a convertor tool to create a playable .exe. It uses the .prj, .WAS file, the script and strings files, to create a .tom, which in turn is converted into the playable .exe.
Engine - The software that runs the created .exe. It