Ricebug on 15/2/2017 at 12:53
I'm attempting to map out some tunnels in Random Taffer's Godbreaker. Some of the tunnels are directly over other tunnels. I deleted everything in the mission except for the tunnel work. Surrounded them with one large air brush and reset its time to '1'. Since the tunnels are air brushes, they need to be converted to solids. This way, I can render the tunnels from the outside.
Is there are simple way to convert the whole mess to solid brushes? There's a command that looks promising:
[INDENT]hilight_reinstantiate: Hilight all objects with property, then remove and readd property
[/INDENT]
However, I have no clue if this is the right command, nor what to put in there as a variable. Or am I stuck with doing them one-by-one?
I'll continue mapping the rest of the level while you math wizards ponder this.
Yandros on 15/2/2017 at 13:28
Instead what you could do is set that Time 1 Air brush to Solid, add another brush surrounding them at Time 2 set to flood, and then a third at Time 3 set to Solid -> Air. Then you'd be flying around in an air brush and the tunnels would be made of water without having to modify any of the tunnel's brushes. That should be pretty easy to follow their paths since water is semi-transparent.
Edit: I beat Nick by 1 minute, that old timer. Heh heh.
nicked on 15/2/2017 at 13:29
* put a big solid-to-water brush over everything to take care of any outstanding solids.
* Put an air-to-solid brush over everything.
* Put a water-to-air brush over everything.
Edit: Or what Yandros said - same principle.
Ricebug on 15/2/2017 at 17:34
That works, sort of. Everything is water, even the 3 large boxes surrounding the tunnels. Barely any contrast. I could do a texture swap, but it would affect the boxes again.
Tried the texture swap thing, but the water texture on the tunnel brushes is apparently dictated by one of the big box brushes. Can't change it, even though, in the editor, each side has its own texture. Just shows up as water, is all.
R Soul on 15/2/2017 at 23:42
Nicked's method should work, if you do it in order and don't change the time values that Dromed assigns.
Yandros, I haven't looked at the brushwork, but it sounds like the first solid brush will be redundant since it's so early in time. Setting the flood and Solid-> Air brushes to times 2 and 3 will make them redundant too, since the flooding only converts air to water, and at that time value there will only be solid.
Yandros on 16/2/2017 at 00:30
Yeah, I was in a hurry and didn't think it through. The Flood and Solid->Air brushes should be at the end instead of 2 and 3, after the air tunnels have been carved out of the solid.
Ricebug on 16/2/2017 at 03:10
The only thing with nicked's recipe is that there is no water-to-air brush in Dromed's variables.
LarryG on 16/2/2017 at 04:13
evaporate?
nicked on 16/2/2017 at 06:59
Yes, sorry, evaporate is the name. I was typing from memory without a copy of Dromed to hand.