gamophyte on 17/8/2014 at 00:41
I have a large air brush with solid buildings inside of it that are non enterable. I read that dromed doesn't like large air brushes. Would it be optimal if I did a separate room brush for rooftop level and above, and another rbrush for below roofs to the ground?
Rough mspaint of what I mean:
Inline Image:
http://i.imgur.com/LZ2E59E.pngI am reading as much as I can on room brushing but I haven't run into this question yet.
john9818a on 17/8/2014 at 02:21
Its not really a good idea to use a large room brush to cover large areas of a city because sounds can be heard all the way across. If you make a noise a guard on the other side will hear it and come to investigate. I would place them on each street or alley and go from there.
gamophyte on 17/8/2014 at 02:35
Thank you. Boy Imma be scared when I have to room brush my fm. :erm:
But at least I have plenty of docs, including best 'practices.doc'
Xorak on 20/8/2014 at 06:04
I know I mentioned this before, and I don't want to sound like I'm obsessed about it, but an AI cannot hear you across a large airbrush any different than hearing you across 1000 smaller roombrushes. The sound mechanisms of Dromed seem to be based on distance and not on the size or number of roombrushes used. For example, I created a simple (
https://dl.dropboxusercontent.com/u/47566501/tests.zip) test mission, in which a massive room is surrounded by a 300x300x300 airbrush, another with a set of 10x10x10 roombrushes representing a hallway, and a third with a hallway of smaller 1x10x10 roombrushes where it takes 50 brushes to roombrush the 'hallway'. The sound travels the exact same distance in all three instances.
I know this would come across better in a video, but I'll attempt to show it in these screenshots. You can see the size of the roombrushes by the pink borders.
In any example, I can never be heard jumping at 40 units away.
Inline Image:
http://i1062.photobucket.com/albums/t498/cplafond/jump0_zpse0b1829f.jpg Or at 35 units away.
Inline Image:
http://i1062.photobucket.com/albums/t498/cplafond/jump1_zpsfd794202.jpgEven when jumping at 31 feet away the AI will
never hear me,
Inline Image:
http://i1062.photobucket.com/albums/t498/cplafond/jump5_zps7612e3bf.jpgregardless of the roombrushing (the pink tube continues on around the AI, it just doesn't render):
Inline Image:
http://i1062.photobucket.com/albums/t498/cplafond/jump7_zps023ab504.jpgIt's only once I jump at 30 feet that the AI will turn and hear:
Inline Image:
http://i1062.photobucket.com/albums/t498/cplafond/jump00_zpsdef0b48f.jpgand as I land here at 30 feet:
Inline Image:
http://i1062.photobucket.com/albums/t498/cplafond/jump9_zps3a39d56e.jpgI didn't show examples from the 1x10x10 roombrushed hallway, only because the pink doesn't render all the way and it isn't as visually clear, but it does otherwise work exactly as the others.
There's one less obvious benefit to using the small roombrushes and that is that the guard's voice will ‘travel down' the roombrushed tube making the sound more realistic. In the massive roombrushed room, the guard's voice is identical in all directions and he tends to sound like he's right beside you even if you're 40 feet away. In the smaller roombrushed room, his voice travels down the tube more realistically. It also seems like an AI can 'see' down a tube better than looking for you inside a massive roombrush, as shown by how quickly he turned and immediately began walking towards Garrett when using the smaller roombrushes, compared to him first searching for Garrett inside the larger brush.
Of course, also when using the massive roombrushes you'd still get into situations of the AI hearing through walls and such where they shouldn't be able to.
john9818a on 20/8/2014 at 07:38
You're correct Xorax. I was trying to rely on memory from this topic discussed many years ago but I think what I meant to say was that sometimes people room brush an entire building with one room brush, and whenever the player makes a noise everyone in the house can hear. Still I would not want to room brush a large city area because of the lack of proper propogation. Sound doesn't typically travel through buildings unless the doors/windows are open on both sides :joke: but it would seem more natural if the sound traveled around corners if the source actually was around the corner.
Daraan on 20/8/2014 at 11:31
A interesting question could also be. What happens when you put a solid wall between you and the guard. And have one big roombrush and in the other test you build the roombrushes around the wall. (Will there be a difference when you don't put a roombrush on Top of it - don't know if it's clear what I mean)
john9818a on 20/8/2014 at 15:10
Typcally sound travels through the shortest distance but only through room brushes. In the game solid brushes don't stop or reduce sounds like we would experience in real life. If there is a wall between you and a guard you will hear the guard however the shortest roombrush path is. If there is no room brush above the wall but there are room brushes on the sides then sound will propogate around the wall in the shortest distance. If the wall spans across the room and there is no room brush above the wall connecting the two (your side and the guards side) then you won't hear anything.
Daraan on 20/8/2014 at 16:28
I took Xoraks test map and tested around a bit myself.
Wall + Big Roombrush. Heared me at 30 - nothing changed here from top
Wall + Roombrush going though the wall. 30 as well.
Wall + Brushes around the wall. No reaction until 25
Wall + Brushes around incl top. 25 as well
The sound needs definitely more time to travel^^
john9818a on 21/8/2014 at 04:19
Yes because the distance the sound travels is farther when going around a wall.