So I wanna learn how to Dromed. . . - by Keeper Diana
Nightwalker on 22/3/2014 at 14:30
I really think this thread belongs in the Editor's Guild so I'm going to shift it over.
Random_Taffer on 22/3/2014 at 15:21
Quote Posted by bbb
- room brush as you build. I hate room brushing and on my first mission I left it to near the end and it almost made me quit. It is also easier to room brush when you don't have so much in the way
Yes, yes, yes. I'm working on a complex city mission and I waited to room brush until just now... :(
It's not fun!
ZylonBane on 22/3/2014 at 20:03
You could always do like Eidos Montreal did and just put the entire mission in one big room brush.
Melan on 22/3/2014 at 20:54
Rocksbourg 1 used only something like 4 or 5 roombrushes.
Don't know why people are having problems with them. As long as you don't want something really extreme, they are fairly easy to implement. I roombrushed most of my missions in one or two days, including bugfixing and EAX.
Holy_Wood on 22/3/2014 at 21:33
Quote Posted by Melan
Rocksbourg 1 used only something like 4 or 5 roombrushes.
Don't know why people are having problems with them. As long as you don't want something really extreme, they are fairly easy to implement. I roombrushed most of my missions in one or two days, including bugfixing and EAX.
And that why almost all enemies hear us almost from anywhere on the map. The worst thing in R1.
qolelis on 23/3/2014 at 03:20
Quote Posted by Melan
Rocksbourg 1 used only something like 4 or 5 roombrushes.
Don't know why people are having problems with them. As long as you don't want something really extreme, they are fairly easy to implement. I roombrushed most of my missions in one or two days, including bugfixing and EAX.
Maybe because of what the original, official DromEd tutorials form LGS themselves say about room brushing:
Quote:
Why would I want to encapsulate all my individual brushes in separate room brushes, when I could just create one giant room brush around all the brushes I've created? Well, room brushes serve to separate the spaces realistically, particularly where Thief's sound effects are concerned. If you created a giant area, say one equivalent to the “Bonehoard,” and surrounded it in one big room brush, all of the sounds in that room brush would appear to be in one big room. By encapsulating each brush in a room brush, you're helping to channel the game's sound effects in a much more natural way; sounds will appear to come from around corners; a guard at the other end of the map won't hear your footsteps; and so forth.
Quote:
Be warned that good room brushing can take a lot of time and effort, but can make the sound in your levels much better.
Quote:
Conceptually, you should have a room brush for each logical room in your level. So an office is one room, but an office with a bathroom off of it should be two rooms. The most important thing with room placement is that they be an accurate representation of the general shape of your level. You would not want to represent a long U-shaped corridor with a single room brush, for example. By actually having the room brushes follow the contours of the level, the AI and sound systems have the information that they need to operate correctly.
Especially this one:
Quote:
Building room brushes is a pain in the butt. That is just a true fact of the universe. However, it is an important part of making your level work correctly.
Xorak on 23/3/2014 at 03:27
With only one room brush in the entire map, the enemy will still only hear you from about 20 'units' away (and that's even when jumping on metal). It's a myth that inside one massive room brush an enemy can hear you at the far end of it. In a straight line, they'll hear you the exact same distance away regardless if you use 100 room brushes or 1 room brush. The problem with one room brush, is that someone will hear you through walls and floors and such, instead of letting the sound logically flow around it.
Ricebug on 23/3/2014 at 12:16
"Amen" what Xorak said. I built an inn in my current fiasco and encapsulated the whole building in one RB. Standing out in the street, I could hear everything going on inside the inn (a 3-story affair). After properly RB-ing each air brush, sound propagation was normal.