tafferotica on 20/1/2015 at 07:44
Hey fellow taffers!
First off - sorry if this thread is misplaced.
I started to get into DromEd about 3-4 weeks ago and I decided to create a small series of "classic-thief-style" FMs in the next months.
As a very fast and eager learner, I read as many tutorials as possible in terms of dromed but there are some basic things I did not yet find out how to do. Maybe I just overlooked them but I think they were not covered in most tutorials. In this thread I wanted to ask you, much more experienced taffers than me, for a little help:
1. How do I create a general mission background "music"?
I'm not talking about environmental ambient markers. I'm talking about the general "music" that plays almost everywhere in the mission and that is never changing in volume. Good examples are the tension theme that plays in the Bank OM or the theme that plays in The Grand Hotel.
2. Somehow I have problems with ambient sounds. Lets's say I created a big outdoors area. Do I then create a room brush around the big area and put the marker/ambient into it? And what If there is a house in this area, do I create another room brush for this house? Somehow this is not clearly covered in tutorials.
3. How do I split texture a wall? Many walls in the OMs are one texture to 3/4 of the wall size and then it's another texture until it hits the ceiling. Is there a way to do it or do I have to create two separate brushes for each wall?
I really want to keep the community going and I also want to motivate everyone to create new FMs! Most of the nowadays games are nothing compared to the deep atmosphere of a nice, fan made thief 2 mission so let's get going :cool:
Have a nice week everyone!
nickie on 20/1/2015 at 09:35
Quote Posted by tafferotica
Hey fellow taffers!
First off - sorry if this thread is misplaced.
No problem but I've moved this to Editor's Guild as these are all Dromed questions and the Fan Mission forum is more about playing them than making them. :)
Xorak on 20/1/2015 at 10:30
1. I use the regular ambients to setup the music in my FMs. There is a music flag in the AmbientHacked property that seems to activate sort of like a boundstrigger and can be used to create music throughout your mission, but I've never really messed around with it too much. It is used in Running Interference though, if you want to look into it. (object 593 for example)
2. The roombrushes don't need to cover exactly the shape of the regular brushes. The big area can be covered by 100 room brushes if you want to make them smaller for whatever reason. Though I think there was something about the radius of ambient sounds needing to reach the middle of a roombrush in order to be heard inside that roombrush. Could be totally wrong there.
But yes, you should use roombrushes to define where the logical 'walls' of the mission will be and where sounds are and are not allowed to travel through. Thus anyplace where you don't want sound to travel through should not be connected by roombrushes. So in this case, the house would have it's own set of roombrushes, one for each room or whatever, one for each doorway, etc.
3. In this case it is easiest to have a room be comprised of multiple brushes: sort of a bottom, middle, top type of thing. You could also create textures comprised of a bottom-middle-top but that's probably way too much work for when starting out.
tafferotica on 20/1/2015 at 12:19
Thanks for your help so far!
Quote Posted by Xorak
1. I use the regular ambients to setup the music in my FMs. There is a music flag in the AmbientHacked property that seems to activate sort of like a boundstrigger and can be used to create music throughout your mission, but I've never really messed around with it too much. It is used in Running Interference though, if you want to look into it. (object 593 for example)
That's what I did before. But if I want a music for an outdoor area that exactly switches to another ambient music when I enter a mansion, how do I do that then?
fibanocci on 20/1/2015 at 12:53
You'll need concrete roombrushes then (with a trigroomplayer-script) that are controlling your ambient sound traps.
Random_Taffer on 20/1/2015 at 13:11
You can also use two ambient sounds with environmental markers on both sides of the door/window or whatever.
I generally use a radius of 5 or so on those. So, the ambient sound you want for the outdoors area would be outside the door, the ambient for inside would be just inside the door. This is the method I typically use for music.
Yandros on 20/1/2015 at 14:21
You don't need songs or concrete roombrushes to do "music", just use markers with the A > Ambient hacked property set to the schema you want, and the Environmental flag set, like Random_Taffer said. Put one of those, with the radius adjusted appropriately, anywhere you want to change the ambient background music.
To make different textures on a wall, you are best served using multiple brushes. One for the wall, one for crown molding, one for baseboard, etc.
Have you been through Komag's tutorial or watched Dale_'s intro to Dromed videos yet? I'd highly recommend it as they will answer a lot of these basic questions.
tafferotica on 20/1/2015 at 19:00
thanks so far for your help guys.
I'm using the Komag tutorial but I think what I want to know is too specific as the ambient sound section is only described short in most tutorials.
So I created an ambient in the garden area with environmental/10 radius. It now activates when I'm in the radius and plays everywhere.
I placed another ambient in the room where I want it to be starting but it just doesn't work. The first one is still playing when I enter the room. How can I create this "switch" from one ambient background music to the other?
I guess I really have to do those sound traps?
Random_Taffer on 20/1/2015 at 19:26
Quote Posted by tafferotica
thanks so far for your help guys.
I'm using the Komag tutorial but I think what I want to know is too specific as the ambient sound section is only described short in most tutorials.
So I created an ambient in the garden area with environmental/10 radius. It now activates when I'm in the radius and plays everywhere.
I placed another ambient in the room where I want it to be starting but it just doesn't work. The first one is still playing when I enter the room. How can I create this "switch" from one ambient background music to the other?
I guess I really have to do those sound traps?
No. If you start out in game mode via persistent player position on the new ambient sound marker without triggering the other first, does it play? Make sure that it's set to environmental too and has the correct schema in the settings. If it's an incorrect schema it won't play at all. Also, if you want the former ambient music to resume after leaving the new area, be sure to place another ambient sound marker outside every exit of the new location.
tafferotica on 21/1/2015 at 05:00
Oh yeah I'm almost there!
Thanks random, I did what you said and now the outside volume stops when I enter the building and the other ambient starts. The last thing I need to know is how I create a fluent crossover? Is the override volume in the ambient settings helpful for that?
After this I'm ready to go :D