Caradavin on 7/8/2014 at 09:10
OK, some of my stuff looks way too big. I am doing it on size 12 at the moment, and was just wondering how I figure the scale ratio? I searched for "Dromed scale size" and found nothing. I'm guessing it is out there but under some other search term. So I'm sorry if I'm making people repeat themselves, but I would appreciate the help.
Also, all the original textures are wayyy huge. I have to scale them down about two levels just so they look normal. Anyone else having this problem?
fibanocci on 7/8/2014 at 09:26
You're talking about the grid. The smaller the grid, the better you can adjust terrain brushes. The bigger the grid, the lesser problems. Grid 12 or even 11 is okay.
But this is not what you want.
You want to scale textures which is usually done with the texture editor at the bottom of the DromEd-window. You can also scale textures with any graphics program you want and put it in your fam-folder. If your using the png or dds format, you can include mtl-files to "resize" the textures.
Which original textures are too big? They're mostly 64x64-256x256. That's not big. Custom textures these days have up to 2048x2048 or even more. That's big. Look at Geckos TG-Patch.
Daraan on 7/8/2014 at 09:31
Not quite sure what you mean. Texture size 12, grid size, brush size?
1 DromEd unit represents as far as I know approx 1 feet in real life. 3 units/feet are about 0.9 meters. Dropping a few AI's into your mission might help to judge if you world looks ok.
16 is the normal texture scale setting. Textures with higher resolution especially >512 will look very huge ingame. For that we use material files to scale these automatically down ingame. These are manually made textfiles with the ending .mtl with the same name.mtl and location as your texture. For example scaling down 1024 to 128 with the .mtl file is like setting the texture scale from 16 to 13.
For grid see above.
It indicates the brush snapping to the 'grid' when creating them, dragging them with the mouse, testing for unsnapped and snapping them via command. Grid size 11 will snap brushes to 1/8 unit means every X.125, X.25, 0.375, 0.5,.... I normally only use this when buildings stairs or checking for unsnapped brushes.
Caradavin on 7/8/2014 at 09:50
Well, I meant that some of my rooms and solid objects look too big, and that's a good idea about dropping in some AI for comparison, thank you. I was wondering scale because I was going to try to mathematically figure rooms (you know, like, if I want a room to be 10 foot by 12 foot then what would that be in Dromed). As far as the textures go, I mean any original texture and the DEDX textures are all blown up. For example, I will paint a rug and the texture itself looks like it has been blown up to a larger texture, so I have to scale it down to 14 or 15 just to get the texture to look normal. When I do this, I get error messages about lightmaps being too big and to reportalize. Before I reinstalled Dromie this time (so I could have newdark), the textures were all normal looking at scale 16, now scale 16 all blown up. I hope I am making sense.
fibanocci on 7/8/2014 at 09:59
I've heard this before. But I can't remember the thread. Did you install the Enhancement Pack?
Caradavin on 7/8/2014 at 10:13
Yes, I did install an enhancement pack. :eek: Maybe that is what did this. I guess I should reinstall and not install that pack. I'm uncertain as to what to install anymore, there's this newdark and now I'm seeing something about dromed basic and then there is tafferpatcher. It's confusing! For example, do I first install dromed, then dedx, then newdark, then tafferpatcher, and then this dromed basic?
fibanocci on 7/8/2014 at 10:23
I wouldn't install any of those texture/object upgrades in the DromEd-installation. Only put the custom resources in your T2-installation that you actually need to build your mission. If you're using Tafferpatcher, you have the choice.
Caradavin on 7/8/2014 at 23:58
OK, I noticed in my Editor directory, there are two folders named patched mis and patched res. Shouldn't I be putting those files in corresponding directories? Right now, my normal thiefED directory contains these in folders. Also, was I right about the install order?
Quote:
Only put the custom resources in your T2-installation that you actually need to build your mission.
What do you mean? Do you mean that the custom resources only are for my thief 2 game? Or do you mean that I should only add any custom stuff if I am using it in the current mission I'm working on?
fibanocci on 8/8/2014 at 05:04
The stuff that's for your Thief game is located on your (original) RES-folder, it's already there, anyway. Additional custom stuff for your FM goes in T2/Obj, T2/Fam etc. You can also put it in a FM-folder, if you're using FMSel.
Caradavin on 8/8/2014 at 12:26
Ok, I understand. I have things set up like that. However, there are two extra folders in there that say patched res and patched mis - do you know what those are or what they are for?