gamophyte on 30/4/2015 at 16:56
I want to make my mission city layout feel real by having whole rotated areas. Does newdark play nice with this? If so how would I do it. Would I multibrush a whole street corner and then rotate it? What degrees will still allow snapping, IE not crash?
Here are examples using 45°
Inline Image:
http://i.imgur.com/IxIycEf.pngTHANKS!
fibanocci on 30/4/2015 at 17:04
22.5°, 45°,67.5°,90°... and so on. That's okay. If you multibrush terrain brushes and rotate it, the multibrush won't snap to the grid.
You need the command
hilight_check_snap 1
hilight_do_snap 1
or snap it manually.
LarryG on 30/4/2015 at 17:11
My opinion only.
Better to build them as you go, rotated and placed correctly, than it is to build square and rotate later. If you rotate later, even if you snap to grid, you will get hidden trouble spots that are hard to diagnose and fix. Much better to build and place each brush the way you want from the start.
gamophyte on 30/4/2015 at 17:28
Thanks so much guys! I was aware of snapping after the fact with multi brushing but I didn't know the safe angles - 22.5°, 45°,67.5°,90°
I will heed the warning, and rotate each piece as it's made.
R Soul on 30/4/2015 at 20:27
You can stop the textures looking stretched by using the new Align Ext mode for texture mapping. For each face click on the Align Norm button a couple of times.
gamophyte on 30/4/2015 at 20:31
Quote Posted by R Soul
You can stop the textures looking stretched by using the new Align Ext mode for texture mapping. For each face click on the Align Norm button a couple of times.
Thanks for the heads up mate.
ZylonBane on 1/5/2015 at 00:32
Bear in mind that properly room-brushing diagonal areas can be a huge pain in the ass, because the engine doesn't quite correctly handle intersection of rotated room brushes.
Xorak on 1/5/2015 at 00:57
I know it's not nearly as intuitive to build from, but in your example picture notice that the whole middle section makes a single triangle. Meaning that you don't really have to rotate anything, instead you can carve out the angles with wedge air-brushes.
gamophyte on 1/5/2015 at 18:25
Quote Posted by ZylonBane
Bear in mind that properly room-brushing diagonal areas can be a huge pain in the ass, because the engine doesn't quite correctly handle intersection of rotated room brushes.
Hrm so if they overlap- at windows and doors while being diagonal it sometimes just doesn't work out?
Quote Posted by Xorak
I know it's not nearly as intuitive to build from, but in your example picture notice that the whole middle section makes a single triangle. Meaning that you don't really have to rotate anything, instead you can carve out the angles with wedge air-brushes.
Yes but I wished we could just build gride style and before ship diagnal-up some places to keep it interesting, room brushes and all.
Thanks everyone for the experiential info.
LarryG on 1/5/2015 at 23:05
Quote Posted by gamophyte
Hrm so if they overlap- at windows and doors while being diagonal it sometimes just doesn't work out?
Room brush as you go and test it out along the way. You want some overlap of room brushes, but keep the centers outside of other room brushes. And there is no reason to try and force DromEd to accept one room brush. That never works. You can always split it into pieces which work better.