Dale_ on 30/9/2014 at 05:19
Hey there dear taffers!
I've started a video tutorial series on Dromed:
(
http://www.youtube.com/watch?v=nFIcXS4qx4E)
Would you mind adding it to the tutorial section, provided there aren't any blunders? (I hope there aren't :cheeky:)
Thanks!
OldMeat on 30/9/2014 at 06:26
By chance I watched this today.
It is very good but fairly long and a lot of ground covered for a basic level.
It had some very good tips some which I already knew and a couple I did not. I had no idea about the ctrl-shift-O for toggling the light_bright command while in-game.
It also covers a few file modifications for the editor.
I noticed once I applied some of these file mods, objects and brushes now have a center mark which makes alignment easier.
If you don't have that much time or patience just divide watching it in 15 minute segments, there really will not be any regrets by watching this. :cool:
Great job on this tutorial. :thumb::thumb::thumb:
One question.
How did you get the burrick on the lower corner of your screen? Did you modify your software somehow?
Dale_ on 30/9/2014 at 06:32
Thanks!
The burrick: green screen. I made a room with bright green texture on all the walls, recorded a video of the burrick, then I combined it with the main video using chroma key and editing all the green out.
OldMeat on 30/9/2014 at 06:52
I was wondering if it was green screened or a possibly modified software file companions like the paper clip or dog.
It is certainly a nice addition to the video.
:)
Tannar on 30/9/2014 at 15:44
I've only watched a short portion of the video but it looks like you've done a nice job. When I have some free time I'll add this to the tutorials thread.
I wanted to mention one thing that may or may not be relevant anymore, now that we have New Dark. Your building method appears to be to create a large air brush and then fill it with solid brushes. While many, perhaps most, authors work this way, there was some (
http://www.ttlg.com/forums/showthread.php?t=14196) early debate, and some (
http://www.ttlg.com/forums/showthread.php?t=135347) later discussion, on whether this was the best method. But whether it's best or not, it isn't the only method. I'm sure it just comes down to the author's preference, but I thought I should mention it.
Dale_ on 30/9/2014 at 16:06
Thanks, that's a good point. I'll be sure to mention the other method in the next part :)
LarryG on 30/9/2014 at 17:06
Using a predominantly subtractive approach (carving out individual airbrushes as you go) facilitates room brushing later on. If you carve out a large airbrush and then add in solids, more air brushes, more solids, etc., room brushing to get proper sound propagation can get quite difficult. But if your approach is to carve out discrete air brushes from the world solid, room brushing is pretty much a button push. Both approaches work. And there are trade-offs between them, but on the whole, I think the subtractive approach should be emphasized. Once you learn how to do that, you should know enough to be able to decide whether circumstances in your mission architecture should push you in the other direction or not.
And everyone should have this: [ATTACH]2035[/ATTACH]
and have read
Dark Engine Level Design - Stepwise Refinement Method by GayleSaver (see the tutorials or (
http://southquarter.com/dromed/?p=70))
SlyFoxx on 30/9/2014 at 18:17
Well done.
At some point shortly it would be good to advise the viewer to save a copy of the .mis file and name it BaseMission.mis or something to the like. You've gone through loading the scripts, player factory etc. so now is a good time to make a permanent file as the base for new work.
OldMeat on 30/9/2014 at 18:56
I am not sure but I think I sort of use both.
When I first started to use the dromed editor I followed the official tutorial made by LGS, which allowed me to make one of my first levels in the first TDP series, unfortunately everytime I had a level in some near finished form, by some repetitive stroke of bad luck my machine would crash for unrelated reasons and I would lose all my building work.
Later, I also followed the Komag tutorial of which I have a current level built from but still using some of the principles set down in the first LGS tutorial. I have a fairly nice little Hammerite cathedral built into this current level of which I have now about 24 different saves of progressive improvements upon this same level.
That brings me to the next problem, which would be roofing.
Roofing is my weakest area in a level build. I might be over-thinking this, but it really does perplex me on how to proceed.
I have worked many technical problems and techniques in some other areas in the use of this engine, but roofing is one part of level building which is not covered in many of the tutorials I have come across.
If anyone notices, most beginning FMs have flat roofs if any at all, with occasional roof awning like overhangs. Once inside a room brush many of these contain flat ceilings. The use of cone brushes might be the only improvement to some of these types of levels.
I want to build a vaulted ceiling for my cathedral but I am not sure whether or not I should use an object roof which is not solid especially after resizing unless resized in other software, or build a scratch made roof and interior ceiling made from new brushes.
Which scratch made room brush method would be better for making a cieling and roof?
Would this seem to be an appropriate subject for subtractive vs. adding solids and more brushes after?
PinkDot on 30/9/2014 at 20:00
Quote Posted by OldMeat
I want to build a vaulted ceiling for my cathedral but I am not sure whether or not I should use an object roof which is not solid especially after resizing unless resized in other software, or build a scratch made roof and interior ceiling made from new brushes.
Which scratch made room brush method would be better for making a cieling and roof?
There's been a thread about vaulted ceilings some time ago: (
http://www.ttlg.com/forums/showthread.php?t=140935)
With object ceiling you can get more details and smooth shading, but lighting won't be as good. However if you want lighting to look the same on the ceiling as on the columns and walls and if you like some definitive shadows you should go for the brushes.
You can use a combination of both substractive and additive brushes to get certain shapes.
The whole dilemma - sub. vs add. applies more to the main layout of the scene - open space, streets, rooms, doors etc.. When it comes to modelling details inside a room, it doesn't matter that much.