Garrett2014 on 5/2/2014 at 13:27
Hey Guys,
So I'm starting to experiment with Boolean operations. More complex shapes and well stuff :D I'm wondering if 'MultiBrushing' will allow me to add two brushes together to form a single more complex brush ? I'm then wondering if you can create room brushes out of complex multibrushes ? If the term multibrushes applies to multiple brushes added together ! I'm now wondering if you can split a large space like a cathedral into layers of room brush so that guards cant be heard on the ground floor if your in the rafters and there's only 'open space' between you.
ZylonBane on 5/2/2014 at 14:48
Multibrushing has nothing to do with Boolean operations, it's just a convenience function to allow moving or duplicating a whole bunch of brushes (including objects) at once. Yes, sound propagation is controlled entirely by room brushes; if there is no link between two brushes, it is impossible for sound to pass between them. In English there is no space before the final punctuation at the end of sentences.
Garrett2014 on 5/2/2014 at 14:59
Thanks for your assisstance Zylon. Ive done some reading on the topics covered in my previous post so understood how room bruses work in general. Im still not any clearer on whether or not i can create a set of brushes and save them as one brush though. In autocad you could save blocks for instance to add in copying or placeing multiples of the same object. In sketchup you can create groups to form one object that you cant edit unless you explode that group. Im hoping NewDark has some form of similar functionality.
Ricebug on 5/2/2014 at 18:13
I had this issue when I first began using Dromed, and was used to doing all kinds of Booleans in Lightwave. Was shocked to discover that the air brushes had to be kept with the solid brushes.
Multi-brushes can be saved but there are "issues," especially when importing them. Perhaps the most informational tutorial is found (
http://jasonotto.net/wp-content/uploads/2012/10/WR_Export_obj.doc) HERE, by Jason Otto.
Otherwise, you may want to investigate creating objects in AutoCAD and converting them to .bin models, using
3DS to bin, found under the
Tools folder of your T2 directory (if you installed via TafferPatcher).
Xorak on 6/2/2014 at 00:35
Quote Posted by Garrett2014
I'm now wondering if you can split a large space like a cathedral into layers of room brush so that guards cant be heard on the ground floor if your in the rafters and there's only 'open space' between you.
This can be done simply by not connecting the room brushes, but I think it's pretty terrible design to not have room brushes connect where sound logically should be connected. If you want the player to be in rafters and not heard from below, then design the mission so it works out that way, don't break the fundamental mechanics of the engine. The guards will only be alerted from maybe 10 spaces away anyways, so if you're on rafters 50 feet up, the guards would not hear you, even if you're jumping on metal. Remember too most players have played 400 or more FMs at this point, and expect things to work the way they should work.
Also remember, the player is going to tend to move quietly as it is, but if the player wants to run, then they should risk being heard. If you take out the tension of possibly being heard (or dare I say, seen), then what's the reason for having guards there?
Garrett2014 on 6/2/2014 at 13:54
Thanks Xorax. Appreciate the feedback. I'm kinda new to DromEd. My 'concern' was not so much being heard but hearing the guards themselves. Sometime there really loud and you can hear them from rooms away. I hate this so was wanting to make it so they would be harder to hear and maybe surprise the player. The 'cathedral' was just a for instance. I will experiment some more and get a happy medium worked out.
Ricebug on 6/2/2014 at 14:22
You might try looking at other FMs and see how various artists have room-brushed their missions. Use the 'Filter' button in Dromed to get rid of object clutter and other stuff so you can see better.
ZylonBane on 6/2/2014 at 16:41
Thankfully, NewDark's higher limits on brushes and polygon sides means you usually don't have to resort to byzantine air-water-solid-water-air tomfoolery anymore to get complex terrain shapes.
nicked on 6/2/2014 at 19:05
Quote Posted by ZylonBane
byzantine tomfoolery.
I enjoyed these words together in a sentence. :D
Garrett2014 on 8/2/2014 at 10:09
Ive just found out whats wrong with the new Thief or Thief 4. Its being Produced by SQUIRE ENIX. Anything they make is dumbed down for consoles. They destroyed the Supreme Commander Franchise and others i hear when they acquired it from THQ.