Derspegn on 1/12/2015 at 02:38
I've been thinking about this statement lately: - Avoid building anything on a diagonal if you can (source link: (
http://southquarter.com/dromed/?p=425) http://southquarter.com/dromed/?p=425)
The thing is that my future campaign project involves a mountain, and brushes or objects are bound to be on diagonals. Even though the campaign will be split into separate missions, will having things on diagonal terrain plus the addition of internal diagonal tunnels create problems? I suppose I could build some things on separate plateaus, but I would also like to have hidden entrances on mountain slopes.
For those who have played TDM, "Mad's Mountain" uses an internal tunnel system, retaining eight-sided cylinders. However, I want to make use of the mountain's surface as well as the underground.
LarryG on 1/12/2015 at 03:21
I think it is about how the engine will break things up into cells and the complexities that can result from building "off the grid".
darthsLair on 1/12/2015 at 03:22
Building on pyramids seems to work okay. Reference:Island of Sorrow by MysteryMan. The pyramid simulates a tall hill. Also, Trail of Blood a t2 o.m. uses some wedges although not really what you are referring to. A diagonal. Just thought I would mention the pyramid.
nicked on 1/12/2015 at 06:41
You won't have any problem with diagonal caves and tunnels as long as you keep them grid-snapped. Especially with New Dark, you don't really need to worry about brush poly counts. They might be a pain in the ass to roombrush though.
I would advise against diagonal streets and rooms in a city environment, because that will be extra hard to roombrush, and texture for that matter, and I have seen it a couple of times (probably a New Dark quirk) where if you hit a wall at a 45 degree angle you can get stuck and/or fall out of the world.
nicked on 1/12/2015 at 06:44
Also some of those tips on the page you linked are pretty outdated and some are even incorrect. Raising the sky texture scale to 24 will have no effect on anything, as the actual faces of the sky brush aren't rendered.
LarryG on 1/12/2015 at 15:50
Suggested readings from LGS (in your T1 and T2 DOC folders):
T1 & TG /GOODIES/DROMED/DROMED/DOCconvict.doc
DromedTutorial.doc
Mods.doc
dromed license.txt
T2 /DOCconvict.doc
DROMEDTU.DOC
Mods.doc
NEWSKY.TXT
SUNLIGHT.DOC
WEATHER.DOC
[h=1]Other LGS Documentation and Tutorials found at: (
http://www.ttlg.com/forums/showthread.php?t=144469) Important Resources for Mission Authors[/h]Advanced Lockpicking.doc
BuildingPrinciples.doc
PrinciplesTour.doc & Principles.mis
OPTIMIZE.DOC
and a host of others (download (
http://www.thief-thecircle.com/teg-old/guides/official/t2docsall.zip) t2docsall.zip)
I particularly recommend to you OPTIMIZE.DOC and BuildingPrinciples.doc as sources to go to for advice on how to build your geometry efficiently.