DromEd Level Editor Developer Textures Kit [v1.2.2] (dledtk) - 222 textures - by EnYB0La
EnYB0La on 17/3/2017 at 22:34
DromEd Level Editor Developer Textures KitI'm currently working on a new open source project called
DromEd Level Editor Developer Textures Kit (dledtk) which makes easier to build fan missions in (
http://thief.wikia.com/wiki/DromEd) DromEd level editor. This is a modular developer textures kit for building fast, clean, and easy brushes in DromEd/ShockEd level editor for Dark Engine video games.
Version 1.2.2 (2017.12.28) - 222 textures
Download: (
https://github.com/jonathanlinat/dledtk/releases/latest)
Installation and usage: (
https://github.com/jonathanlinat/dledtk/blob/master/README.md)
What's new?This set has now
222 textures (+58): 1x1, 1x2, 1x4, 1x8; 2x1, 2x2, 2x4, 2x8; 4x1, 4x2, 4x4, 4x8; 8x1, 8x2, 8x4, 8x8 + Material Design colored ones + 4 special ones.
* Fixed wrong Jorge texture scale.
* Updated README.
See the (
https://github.com/jonathanlinat/dledtk/blob/master/README.md) README to get more details.
Inline Image:
https://image.ibb.co/jQPfew/dump001_cropped_800.pngInline Image:
https://image.ibb.co/e5adzw/preview_dledtk_800.pngInline Image:
https://image.ibb.co/dRzohG/dump000_cropped_800.png---
Old releasesVersion 1.2.1 (2017.12.28) - 222 textures
Download: (
https://github.com/jonathanlinat/dledtk/releases/tag/v1.2.1)
Installation and usage: (
https://github.com/jonathanlinat/dledtk/blob/master/README.md)
Version 1.2 (2017.12.28) - 222 textures
Download: (
https://github.com/jonathanlinat/dledtk/releases/tag/v1.2)
Installation and usage: (
https://github.com/jonathanlinat/dledtk/blob/master/README.md)
Version 1.1 (2017.03.24) - 164 textures
Download: (
https://github.com/jonathanlinat/dledtk/releases/tag/v1.1)
Installation and usage: (
https://github.com/jonathanlinat/dledtk/blob/master/README.md)
Version 1.0 (2017.03.22) - 155 textures
Download: (
https://github.com/jonathanlinat/dledtk/releases/tag/v1.0)
Installation and usage: (
https://github.com/jonathanlinat/dledtk/blob/master/README.md)
I will be really grateful if you could give me your feedback.
Regards.
Cavalorn on 18/3/2017 at 18:45
It looks very interesting, and I believe it has great potential. I am almost completely done with basic level design in my current mission so unfortunately I can't make use of it any more, but I'll certainly take a look at it in my next mission. ;)
EnYB0La on 19/3/2017 at 03:09
Thanks Cavalorn.
I'm right working on new textures: numbered faces of a 8/16 sides cylinder, stairs handle, new 6 DromEd units textures... and many more. So stay tuned :)
gigagooga on 19/3/2017 at 07:46
Quote Posted by EnYB0La
- makes easier to build fan mission in DromEd level editor.
- This is a modular art assets for building fast.
I'm not sure... how does these textures actually achieve those things?
DarkMax on 19/3/2017 at 08:17
It looks promising for starters, although I've already made friends with Mr Jorge a long time ago :p
EnYB0La on 19/3/2017 at 20:23
Quote Posted by gigagooga
I'm not sure... how does these textures actually achieve those things?
Well, great question. Maybe I forgot to give more details. I'll try to explain why you should use this set of textures instead of Jorge and why it makes easier and faster to build your fan missions when you respect some basic design rules.
In my personal opinion, the bad way to create a fan mission is to have an idea, open the level editor and start to work. Most of the time, you will fail, take a lot of time to try to reproduce it or make something else which has no relation to your initial idea.
Designing a 3D level/fan mission is pretty much the same thing as designing a website or writing a book. You have to plan it and use a design/development process.
One of the steps of this process is wireframing your fan mission (ex. (
http://wireframesketcher.com/samples/YouTube.png):) build your first rooms with brushes and giving a mid-fidelity look. This means implementing your design ideas into a clean formatted version of the 3D world. Wireframing properly gives to the level designer the ability to create DromEd units-based brushes and let him determine what elements work within the main design and which ones cause constraints that can impact the final experience. In other words, using these textures gives you a mid-fidelity aspect to your world. You can focus your attention to the functional/gameplay part of the fan mission and not the visual one, having an idea of how your 3D world could look like at the end of the building process.
Texturing your brushes should be done at the end of the design process. Jorge could be a good option to design brushes, but couldn't it be better to prototype your mission using a set of textures and sizes references than only one repeatedly used over and over, maybe, in order to share it with beta testers and create iterations with them to improve the final experience?
I designed 3D worlds with Source Engine. I used those kinds of textures in Valve Hammer Editor for years and they are pretty damn useful when you want to share your ideas in a way that non-level designers could understand.
Furthermore, you can pre-align your textures to their respective brush before applying the final ones without having to readjust the alignment units. This is why it should be much faster to design.
My goal is having something like this applied with DromEd: (
https://static5.gamespot.com/uploads...041110_039.jpg)
gigagooga on 20/3/2017 at 15:08
Quote Posted by EnYB0La
Texturing your brushes should be done at the end of the design process.
I actually tried to do it like that once... I came to conclusion that it's many times easier on my nerves to do the texturing right away after creating a brush :P
Quote Posted by EnYB0La
Furthermore, you can pre-align your textures to their respective brush before applying the final ones withouyt having to reajust the alignment units. This is why it should be much faster to design.
But wouldn't it still be faster to do it with the right texture? I mean, you could just put the designed texture there straight away and align with that?
EnYB0La on 20/3/2017 at 16:31
Quote Posted by gigagooga
I actually tried to do it like that once... I came to conclusion that it's many times easier on my nerves to do the texturing right away after creating a brush :P
But wouldn't it still be faster to do it with the right texture? I mean, you could just put the designed texture there straight away and align with that?
I understand what you mean when you say "on my nerves" haha.
But well, frankly, as I said, the main purpose of this Starter Kit is to focus the level designer to plan the gameplay and the game environment, not the visual aspect of his fan mission which can be done at the end of the design process. And sometimes, I think it's a real pain to align the final textures when you can use this Starter Kit textures as references. I don't know, it has to be with my personal experience. You are free to use Jorge which I don't like at all.
Yandros on 20/3/2017 at 16:38
I get both sides here. Personally I've never used Jorge, I've always used what I though was the final texture when I built it - but in all honesty I often go back through and change the textures later, sometimes multiple times. Depending on the textures used and how well I planned it out, changing textures may or may not require realignment (usually not). I can see how an approach using the textures in this kit could help a lot though if you're able to build with them; I'm not sure I could get used to it though, I feel like I really need the textures to at least look like something when I build. I probably shouldn't say that before I've tried it, though.