I can't find a tutorial that covers this. - by mike the mute
mike the mute on 4/7/2023 at 22:54
UPDATE: All fixed now.
How can I highlight all the room brushes?
I can highlight ALL Solid, Air, water, or etc. But I don't see room brushes listed.
I intend to delete them all and start over.
I have been ignoring about 100 error messages about portal centers out of world.
It's time for me to fix/redo em.
Thanks.
UPDATE: All fixed now.
ZylonBane on 5/7/2023 at 00:31
You've never used area brushes?
RippedPhreak on 5/7/2023 at 13:05
Near the bottom of the Dromed screen there is a "Filter" button. Click on that, and then click Terrain. The terrain brushes will disappear from view so you can see all the room brushes without the mess of air, solid, water getting in the way.
And yes, if you have an Area brush active so the rest of the map is inactive, then whatever room brushes are in the unselected area will report as "Outside the world."
john9818a on 8/7/2023 at 02:48
Also please use more descriptive titles. When people search for something in the future, having a vague title doesn't really help anyone when your posts are in the search results.
DatTaffer on 22/7/2023 at 19:31
Good day, so as not to increase the number of topics, I would venture to ask here.
I have a problem with the autolight from the lost city lights
I'm trying to create a link from a room brush to a light, but the light doesn't get a link. I follow the instructions:
1. Create an LCLite.
2. Edit the properties of the LCLite, and edit the Scripts property and change 'LostCityLight' to 'Animlight'.
3. Create a concrete roombrush (tutorial at (
http://www.3dactionplanet.com/thief/dromed/tutorials/dual/rooms.asp) ). Add>S>Scripts and put 'TrigRoomCreature'(minus the quotes) in the first field.
4. Link the RoomBrush to the light with a ControlDevice.
You'll need a new custom roombrush for each room, so the lights don't all go on/off at once. The best way to do this is to create a main roombrush with the TrigRoomCreature script, then have each room inherit from the main roombrush and label them A1, A2, A3, etc.
In the lost city mission the lclight has a link to the room and the room has a link to the lclight (control device). I have a link only in the room, it does not appear in the lclight. What am I doing wrong? Do you have more detailed instructions?
(
https://ibb.co/4p50WVg)
DatTaffer on 22/7/2023 at 19:42
Sorry to bother you, but I have solved the problem. For some reason, the link was not attached to the correct light, I had to manually enter the name of the object and its number, otherwise it did not work (lclite -1406) when I need A Lclite (6) for example. I was starting to panic...
ZylonBane on 22/7/2023 at 22:41
See, this is what happens when you title a thread "I can't find a tutorial that covers this." You get people stumbling in asking questions that have absolutely nothing to do with the thread's actual topic.
mike the mute on 30/7/2023 at 18:06
"You've never used area brushes?"
No, never.
Now I've filtered out everything but area, and I don't see anything.
"And yes, if you have an Area brush active so the rest of the map is inactive, then whatever room brushes are in the unselected area will report as "Outside the world.""
If that were the case, Absolutely Everything in my FM would be reporting as Outside.
"Near the bottom of the Dromed screen there is a "Filter" button."
Thanks Phreak, that did the job.
So I've deleted all the room brushes, and started over.
UPDATE: All fixed now.
mike the mute on 30/7/2023 at 18:59
The warnings come after I 'tools/build rooms'.
"WARNING: room brush with portal center outside the world (br_id ####)"
If that helps.
Maybe I should have specified portal center.
What's a portal?
R Soul on 30/7/2023 at 21:15
A portal centre is the area where 2 roombrushes overlap. That error means the centre of the overlap is in solid. Example with two corridors meeting at a room/yard etc, both roombrushed normally. The red area is where they overlap, in solid:
Inline Image:
http://catmanofiowa.com/RSoul/img/RoomBrushIntersection.jpgThe rooms will be highlighted in blue. In your mission, see if there's a mistake with the room brush placement. If they're correct for the architecture, best to check if it makes sense for sound to flow between the two brushes. If it does, you can tweak their sizes/positions to move the intersection point till the error goes away. If that still doesn't work, or it feels like you're taking too many liberties with the room brushes, best to adjust the archtiecture. In the above example it could be something as simple as putting in one or two doorways with their own room brushes.