spiderman92 on 16/7/2013 at 13:38
2 questions
brushes problem:
i saw alot of thread , but i not find what i'm looking for
I would like to ask, is it possible in this editor. align all the brushes? something lie gridsnap everything , to allign every brush out of grid ?
i'm using 12 grid
i got this error " remove_poly_edge : edge not in poly list (cur bru 186)
i guess that 186 is a brush out of grid , is there some way to identify the brush ? App like "find the haunt brush" ?
What are the important steps , is enough portalize only ?
TEXTURE : the dds are not dynamic of course , i made a folder in the fam folder called Newtex (DDS) with alot of textures the editor crash when i add that family
Help :)
thanks alot
i'm just trying to make a little mission :)
MysteryMan on 16/7/2013 at 13:54
Quote Posted by spiderman92
2 questions
brushes problem:
i saw alot of thread , but i not find what i'm looking for
I would like to ask, is it possible in this editor. align all the brushes? something lie gridsnap everything , to allign every brush out of grid ?
i'm using 12 grid
i got this error " remove_poly_edge : edge not in poly list (cur bru 186)
i guess that 186 is a brush out of grid , is there some way to identify the brush ? App like "find the haunt brush" ?
What are the important steps , is enough portalize only ?
TEXTURE : the dds are not dynamic of course , i made a folder in the fam folder called Newtex (DDS) with alot of textures the editor crash when i add that family
Help :)
thanks alot
i'm just trying to make a little mission :)
Are you using NewDark?
If you get a poly edge error, you will need to find out which brush is causing it, and alter it in a way to remove the error.
1. To snap the brushes to the grid: Type the following command in the lower right window.
A. hilight_check_snap This command will make all unsnapped brushes turn purple.
B. hilight_do_snap This command will snap all of the brushes that are purple. Brushes will now turn blue.
C. hilight_clear This command will clear all of the hilighted brushes.
To find a brush- Identified object that has a number. Use this command:find_obj x, where x is the number or name of the object.(If you have named the object for reference) Say for instance your Haunt object number was (15) Type in the command window:find_obj 15 Then hit enter. The object will hilight to white.
To go to the center of that brush, use the command:cam_to_brush
When you build terrain brushes, you can record the time of the brush. Say you are just finishing to build a rectangular room which had a time of 220, and now you add a doorway to that brush. The doorway would have a time of 221. You can record this time on paper or in a log for reference, and what is better is to record the co-ordinance:x,y,z Later, you can refer to this brush by using vm_teleport command.
Say that your single terrain brush has the co-ordinance of x 16 y -32 z 64
Use this command to place the camera in the center of that brush:vm_teleport 16,-32,64 then hit enter.
You will be taken to the center of that brush, whether it is terrain,object,roombrush,light, what ever.
You can just optimize after building each brush, and this helps to identify problems you will encounter when you build. I use complete process each time, so it pathfinds,builds the room database, and ai room data base.
To portalize is to create the brush into the 3d world.(materialize) It is better to optimize, for every brush you create, then every few brushes, completely process to minimize errors.
R Soul on 16/7/2013 at 14:08
With terrain brushes, you can also cycle through them by holding Tab (or Shift + Tab). The brush number is the grey one shown below the Time value.
john9818a on 16/7/2013 at 19:57
While optimizing after each brush created has it's benefits, it will add significantly more time to the total build time than that need to find and fix an error. If you save often and use a different file name each day & after adding something majorr it will be easier to narrow down errors when they appear.
MysteryMan on 16/7/2013 at 23:18
Quote Posted by john9818a
While optimizing after each brush created has it's benefits, it will add significantly more time to the total build time than that need to find and fix an error. If you save often and use a different file name each day & after adding something majorr it will be easier to narrow down errors when they appear.
You are correct, depending on the size of the mission. On old machines with slow processors and light ram, it can take up to an hour to light and process a huge mission, but on fast modern machines, just a few minutes.
Here is another tip: When you get to where you need a Custom.gam to store your custom metaproperties, stims, objs, and textures, then just save your mission as a .cow. This is a combination of your mission and .gam. Otherwise saving your .mis and .gam files separately will do fine. As John stated, save frequently to save yourself a lot of trouble later on having to locate an error that could compromise your completed mission.
As all Author's know, it takes a lot of time and effort to produce a fan mission, beta test it, and release it, not to mention answering questions in the forum. So lots of saves: an example: House1.mis, House2.mis, House3.mis or House1.cow, House2.cow, House3.cow Moo! :laff:
john9818a on 17/7/2013 at 04:50
My method is to optimize once I have a set of brushes created (i.e stairs, windows) as I typically create brushes at about 1 every 4-10 seconds so converting that to a few minutes for each one doesn't work too well for me. :)
btw on my in-progress FM I am up to 507 saves! :o
spiderman92 on 17/7/2013 at 13:43
Quote Posted by john9818a
My method is to optimize once I have a set of brushes created (i.e stairs, windows) as I typically create brushes at about 1 every 4-10 seconds so converting that to a few minutes for each one doesn't work too well for me. :)
btw on my in-progress FM I am up to 507 saves! :o
other 2 questions
1 *is also possible build only a selected area ?
2* and is somewhere a "Browser Mesh" in pdf? if i remember aswell , must also be a Browser mesh in Html..:) somewhere Right?
R Soul on 17/7/2013 at 14:53
Quote Posted by spiderman92
1 *is also possible build only a selected area ?
Yes. On the left of the texture controls (see (
http://images2.wikia.nocookie.net/__cb20081213010926/thief/images/2/2e/DromEd_basic_screen.gif) this screenshot) is a Create list. You can create an Area brush. When an Area brush is selected, you can use the 'Activate' or 'Me Only' buttons to restrict which parts of the level are build. With 'Activate', you can use several area brushes. 'Me only' is self explanatory.
Quote:
2* and is somewhere a "Browser Mesh" in pdf? if i remember aswell , must also be a Browser mesh in Html..:) somewhere Right?
There's an object viewer here:
(
http://www.thiefmissions.com/tafferstavern/dloads.html)(Thief 2 objects list v3).
It's better than a pdf file because it replicates the object hierarchy and shows a screenshot of each object.
spiderman92 on 17/7/2013 at 19:46
Oh Nice
this is what i'm looking for
:)
important , i have some prob with Textures , how retexture 5 brushes together ? wheni select the brushes and press "shift+click" nothing Happen
help , is there anybody out there ?
2*
how to make a nice sky , with cloud HD ?
Dromed 1.21
Thanks alot