Garrett2014 on 14/1/2015 at 11:16
Hey Guys, Right Ive started to look at doors. Well at doorways at least. In time I will populate my level with doors but for now im just carving the doorways. I always assumed that doorways were 4 wide, 2 deep and 8 in height but some have suggested that 2 deep is 2 deep but im aware of room brushing issues if you go less than 2 so for now im sticking with 2. However others have implied the correct dimensions are 3.5 wide, 2 deep and 7 in height ! Now im still very much a beginner at dromed and have no idea if the doorway needs to suit the door or the door suit the doorway ! For now I'd just like to carve doorways that suit the standard doors but on checking the training mission in dromed Ive found various dimension sets for doorways. Given they are DxWxH ive found examples of 2x4x8, 2x3.75x8 and 3x4x7.5 so the doorways dimensions dont appear to be that crucial, but ive read about 'cracking' if a door dosent fill the doorways correctly so are doors resized to suit the doorway ? I'd like to avoid that if I could as thats just adding complexity which i wish too avoid for now. Granted at some point I will like to add 'features' like an large arched doorway to important areas or something along those lines but not just yet. Besides resizing doors and textures is timie consuming for me at least. Please your help and advice is much appreciated. Perhaps a link to a tutorial on doors which covers the basics !
Yandros on 14/1/2015 at 11:53
There are various sizes of doors, and you can also resize them to fit your doorframe, so it's not nearly as big a deal as you're thinking. Just make sure the door is the same size and is exactly aligned in the doorway and you should be fine. With respect to roombrushing, I usually only use one for the doorway, but if there are sound propagation issues (the door's sounds are muted from one side or the other), splitting it into two generally fixes that.
SlyFoxx on 14/1/2015 at 12:34
As Yandros said....it's not a big issue. One hint though....at least this is how I ended up learning to do it. When I started I just would drag the door into position in the air brush created for it. But this was just "eye ball" correct. To make the door sit exactly correct I still just drag it into position but then I look at it's Y and X coordinates and adjust the numbers so it fits the hole perfectly. It took me more than a few missions to really fully utilize the power of the grid numbers and their use. I also build everything with the grid set to 12 and never change it. I'm not really very good at dromed and it's always been a chore mastering new concepts regarding its use. So perhaps this post is a "well duh Sly doesn't everybody know that" kind of thing. :o
Garrett2014 on 15/1/2015 at 01:58
Thanks Guys, Can you point me too a tutorial that deals with doors and their placement, specifically, at some point within it?
Telliamed on 15/1/2015 at 04:20
Quote Posted by Yandros
you can also resize them to fit your doorframe
That's terrible advice! And you know better. Resizing doors is the path to madness, unaligned submodels, and pathfinding errors. But mostly madness.
Quote Posted by SlyFoxx
perhaps this post is a "well duh Sly doesn't everybody know that" kind of thing. :o
I expect Garrett2014 is can use all the tips he can that "everybody knows".
I can't recommend enough that you open other peoples' missions in Dromed. Get the unstripped OMs and have all your favorite FMs easily available. Open them up, poke around, take notes. Then try to copy what you see in a test mission. (Another tip: have a COW for experimenting with.) Don't be afraid to break Dromed. You'll learn the most not by understanding how things work but finding all the interesting ways they don't work. And then how to fix what's broken.
SlyFoxx on 15/1/2015 at 05:18
I dunno why I looked but the post above was number 5000 for me here at TTLG. That's almost exactly how many days I've been a member here. I've always averaged around 1.03 to 1.05 posts a day.
Just a bit of useless taffer trivia...:cheeky:
:sly:
Purgator on 15/1/2015 at 07:02
5000? Hmmm.
That's almost exactly the same amount of Garrett2014 Dromed threads this month.
Ok guys......:cheeky:
Garrett2014 on 15/1/2015 at 11:55
OK im starting to learn. Dont extinguish the light for a monster lurks in the darkness ! Now. back to Doors :D Ive discovered something really Really important about them.
The wont open in Game Mode (ALT =G) in Drom Ed unless you first type 'script_load convict' into the Command box of Drom Ed and press enter. Who would have guessed ! Thanks to Imposter for his tutotial which i found in a corrupted format, though still legable, via
(
http://www.ttlg.com/forums/showthread.php?t=131800&highlight=Tutorial#doors)
However out of the 3 links only one worked for me and the Door Demo is no longer being hosted. Im going to see if Imposter is on here and drop him a mail to see if he can forward the demo or upload it again. Guys I keep banging on about this and I apolagise and fully appreciated the task it is to colate and organise all the files,tutorials,missions,objects,textures etc that we use but we need to start thinking about this as its all too fragmented. Komags site had loads but hes retired it seems. I was lucky to get a back up from him before it went dark. Im tempted to create a site myself but you all know the problem with time. Im trying to focus on DromEd between loooking for work etc unemplyed just now :( But this gives me an opportunity to learn something new. I should really be focussing on Autocad Inventor 3D but this is way more fun. Well sorta. Inventer 3D is fun too. OK I gotta go. Soo much too do.