sNeaksieGarrett on 13/12/2013 at 05:15
So first off, before I go any further, I need to get this out of the way. Does anyone know if there are any houses that would be suited for a farm scenario? Has anyone made a house for Thief that could be walked in and might fit the bill?
With that out of the way, I've been trying to decide whether I want to just create a farm house in Dromed using solid/air brushes, or if I should go the way of looking for a house 3d model and importing it into dromed. What do you think? I feel like there's pros and cons to both methods.
GORT on 13/12/2013 at 12:57
Hmmm... Interesting.
If it were up to me, I would build a farm house out of air and solid brushes. If you want the player to be able to walk in, I think that this is the best approach. The lighting effects would be in you're favor. I would only use an object version if the player wasn't meant to be inside of it.
But this is my opinion. I just think that if you want the house to be accessible, you would want full control of the environmental atmosphere of the inside area (shadows and all). :cheeky:
MysteryMan on 13/12/2013 at 13:19
I built an american style farmhouse in "Island of Sorrow" You could multibrush it, and retexture it to your liking.
All of the window/door frames, as well as all of the rafters are objects. It is also roombrushed,with no particle effects, so you could multibrush everything in the house. To save yourself some work, click on one of the door frame objects and note the: obj/txt16/name.png and place this in coinciding folder before or after, makes no difference.
If you delete the hill first, if you want the cellar intact, then import the .vbr into a new dromed session, but before you do, set the grid to 12 and click on "use". load in to 0,0,0 and round off the x,y,z coordinates to zeros, dissolve mutibrush, and use: Hilight_check_snap, Hilight_do_snap, and Hilight_clear.
Then, delete the large surrrounding air brush, so that when you mulitbrush it again, it will leave a clean solid exterior. Use:complete process before re-multibrushing it. Set your grid to size 12, before you import it into your map. Round off the x,y,z coordinates to 0,0.25,0.50 Zoom in to the grid, for z adjustment, and y adjustment, and top view for x adjustment. Grid snap using the commands. Use the command: fix_rooms
to implement the roombrushes in the house. Then use the command: compress_br_ids, this will put all of the brushes in the right order. Save the gamesys, and save miss unless you are building with a .cow
(
http://thiefmissions.com/m/IslandOfSorrow) http://thiefmissions.com/m/IslandOfSorrow
GORT on 13/12/2013 at 13:35
MysteryMan's approach may be the way you want to go. Everything is there for you to multibrush. You can re-texture it the way you want it.
sNeaksieGarrett on 14/12/2013 at 02:51
Sounds good. Thank you for your input guys. I'll take a look at Island Of Sorrow.
sNeaksieGarrett on 14/12/2013 at 16:52
Is there a way to multi-select brushes in dromed all at once? Shift+clicking every single brush takes forever.:( I had made a multi-brush of your farmhouse, but I wasn't able to grab everything it seems.
LarryG on 14/12/2013 at 16:55
Try making an area brush to include what you want, then use the multi-brush-me button.
Yandros on 14/12/2013 at 19:32
And then deselect the area brush, if memory serves.