Niborius on 12/2/2016 at 11:47
From my experience with mapping for different games I know most engines can't handle it very well when you make complex structures with brushes without somehow grouping them so that the engine sees it as one entity/brush.
I don't think Dromed works this way but I really wouldn't know if it's bad to make complex airbrush art (example below) even if the grid size remains at 13.
Inline Image:
http://i65.tinypic.com/2cp58y9.jpgForgot to add a size reference but it's made with the smallest possible bars at a grid size of 13.
(Obviously not the final result)
Thanks in advance!
Ps. I'm making it for Thief 2 Newdark 1.23
GORT on 12/2/2016 at 11:57
The one thing I can say is that you may want to watch the cell count. Doing this in many areas can result in a very high cell count and/or DromEd will not render the map entirely.
Niborius on 12/2/2016 at 11:59
I'm not planning on doing it often, perhaps only for this particular building. Could you clarify what a cell is exactly in Dromed? I never truly understood it. I also often get the message that my big airbrushes are being divided into smaller cells.
Edit: It's hard to see in this picture but the depth of the 'pattern' is only 1 unit, so it's not like there is space behind the pattern
Unna Oertdottir on 12/2/2016 at 11:59
In this example it's just just a couple of cubes carving the "art". That's not too complex.
Nothing to worry about. Watch your monolog for warnings, that's what you're doing, anyway.
Niborius on 12/2/2016 at 12:21
That number at "Time" scares me :p When I'm nearing the end stages of my mission I always screw up at least once by somehow accidentally changing one important brush's time value and I have no idea at which number it was.
Anyway, beautifully designed place though
nicked on 12/2/2016 at 12:55
With those carvings at the top, you could easily make the tetris-block shapes as objects.
caffeinatedzombeh on 12/2/2016 at 17:57
Quote Posted by Niborius
I'm not planning on doing it often, perhaps only for this particular building. Could you clarify what a cell is exactly in Dromed? I never truly understood it. I also often get the message that my big airbrushes are being divided into smaller cells.
Edit: It's hard to see in this picture but the depth of the 'pattern' is only 1 unit, so it's not like there is space behind the pattern
A cell is a convex lump of space. So in your example there each S shaped bit is three cells.
Whether that's a bad thing or not depends on how complicated the rest of the world is (both locally and in general) and on what order the brushes are in and what the optimiser does with the result.
I'd stick show_cells on and look around, if the S shaped bits are projecting out into the cell in front of them (possibly for hundreds of feet) then that's bad and you either want to re-order the brushes, stick a blockable in front of it or not do it at all. Small fiddly cells will make life difficult for the pathfinding, can have strange effects on the lighting and there are (or at least were, I know next to nothing about newdark) limits on how many you can have.
GORT on 12/2/2016 at 18:18
Maybe this will help. This is in the modders_notes.txt file
Code:
Max cells for bounding sphere spatial queries: 1024 (from 512)
Max cells a dynamic light can reach: 1024 (from 512)
Max cells a static/anim light can reach: 32760 (from 512)
Max regions (/ worldrep (WR) cells): 32760 (from 28672)
john9818a on 12/2/2016 at 21:02
There is also the difference between appreciable effort and how much time the player will stand in awe of complex terrain. This can be made as an object or even a texture with a lot of depth would be much simpler and less taxing on the processing.