gamophyte on 9/11/2018 at 02:16
As I build along, I'm becoming afraid that I've started at the wrong scale.
As you know you can multibrush-me using an area brush, but resizing is disastrous. If it could only be corner-anchored resizing, it might work, vs the center anchor if that makes sense. Does anyone know any tricks to do a corner anchor resize?
vfig on 9/11/2018 at 05:42
The anchor for a multibrush is the center of whichever brush within it is selected. Create a marker at your corner point (use the GFH to be sure it's exactly on grid, and set its size to 1x1x1 for good measure). Then make your multibrush selection, and shift+click the marker to include and select it. Then your resize will use the marker's center as the anchor.
Regardless of the anchor you use, you should probably snap all the brushes you resized back to as large a grid size as you can for the geometry.
Phantom on 10/11/2018 at 02:01
Sounds like a lot of headaches waiting to happen, perhaps you could mess with the player and AI size to balance the scale?
gamophyte on 11/11/2018 at 03:30
Thank you everyone for the awesome suggestions!
The truth is, I started to become upset at how I modeled the front door of Mothe-Chandeniers after the real one, and of course because I want the place not cramped, and more vertical gameplay fun, the handle was way above Garrett's reach.
I started to have a internal fight, like maybe I should have been less say, 2x scale and more like 1.5x scale. And I felt like I revved up fans of the chateau way too much, so making it more to scale, became more pressure to please them.
But you know what? I gotta let this anger go, and leave the place big. It's really for you guys, not them, and if I just make the doors large barn like doors, with sliding lock, and handle at waist level, it should be fine as I've seen other Chateaus have this way. It's for a large carriage to pass through. The shape of the clock area is extremely hard to reproduce at smaller grid sizes. And I don't want to mess with Garrett's size. It can get really weird fast.
Finally the other doors are small as hell anyway. So they will come out almost normal. And it's so dilapidated, most the areas are gone, so you really can't get a feel for what scale, you should expect. You'll just assume it was a castle, which is fine. Whew... thanks for listening...
Kaleidoscope on 17/11/2018 at 10:07
This may not be the answer you were hoping for, but I encountered the same problem in rebuilding a real house myself - the door handles were above Garrett's eyeline. I bodged that particular issue by slightly shortening the doors, and adding in a 2-unit horizontal window into the top of the doorframe. This preserved the overall size and visual impact of the doorway, while allowing the interactive objects themselves to be better scaled to the player.
I'm not even close to being an expert in Dromed, but I've found, as you have, that the scales are difficult to judge sometimes.
The only other tip I'd have for the future is to always drop an npc and a couple pieces of furniture into every room as you're making it. An empty room always seems somehow smaller and more cramped from the player's perspective, but as soon as you add some clutter it suddenly looks almost too big. It seems to be a fine line to tread.
gamophyte on 25/3/2019 at 00:43
Just wanted to say thanks Vfig! I love the anchor trick!!
I was able to make a crate (easy to see) .05, .05, .05 and fit over my hinge nut,
and perfectly rotated my static door from that point. This saved me such a headache!
Inline Image:
https://i.imgur.com/RaL2d1U.png
john9818a on 25/3/2019 at 04:08
One thing you can do if you need to resize doors is to resize them in Anim8or and then move the handles & joints back down to a reasonable height above the floor. If you don't resize the door on both height and width to maintain the same height to width ratio the texture will look stretched.
Soul Tear on 26/3/2019 at 22:27
I strongly do not recommend abusing multibrushes. In any case, after you put multibrush in its place, it is advisable to align each individual brush from this set with Shift and mouse.
I rarely use multibrushes. Basically when I create windows. I used to ''borrow'' architecture from other missions, but this led to various errors and ultimately I had to remove all of this.
gamophyte on 27/3/2019 at 03:24
I understand and am aware. Even after dissolving groups, grid snapping - highlighted unsnap, can still leave brushes off and a micro level you cannot see. I use multi brushes but every single brush is shift-dragged into place to ensure they snap to grid, then I tab through to check the addresses to make sure they made it. And in this case, there is just objects.
gamophyte on 10/9/2019 at 18:09
Quote Posted by gamophyte
I understand and am aware. Even after dissolving groups, grid snapping - highlighted unsnap, can still leave brushes off and a micro level you cannot see. I use multi brushes but every single brush is shift-dragged into place to ensure they snap to grid, then I tab through to check the addresses to make sure they made it. And in this case, there is just objects.
Now that I play around with them more I don't want to scare anyone away from using multi-brushes. I think the issue with micro-changes to brush locations, is when you place or clone, then try and move whole group via
mouse+[hold]shift. This appears to break them from grid - even if you type in manual location numbers after the fact. It's just like touching the group will with
mouse+[hold]shift shatters it.
However I noticed if you go straight to putting in whole DU numbers into location to move it, straight from clone or place, when dissolved, it appears to be coming out okay every time.