mol on 1/3/2005 at 09:26
Ok, so I've got the T3Ed up and running fine, on a first try, surprisingly enough.
I'm having an odd problem though, or more likely I'm missing something really obvious.
I cannot seem to be able to delete brushes. I'm pretty sure it worked before, but now when I select a brush (like a basic cube, subtracted or not) in any of the viewports, it turns red but when I click on delete, it only de-selects it but doesn't remove it. What am I missing and/or doing wrong?
Another one: I create a brush (cube shaped), and then would like to place another one next to it, but when I click on the cube primitive icon, the new brush/primitive (what's the correct term in T3Ed world?) seems to get placed right on top of the first one, and I don't know how to select only the other one and move it to the side. Both cubes seem to move at once -- or does it not even create a new cube unless I subtract the first one before trying to build a new one? I'm probably not making any sense :sweat: :(
For the tutorials, as a beginner I'd find it very helful if all the very basic stuff like manipulation of brushes (resizing/scaling, moving, vertex editing, deleting, copying, and so on) would be covered as early as possible. Either I've been looking at the wrong tutorials, or the basic stuff is somehow scattered around here and there.
It would also be extremely useful to get some guidelines, like a printable table or something, on the basic proportions, like how high should the average rooms be, how many UUs the player character is and so on. I know this stuff exists, and I've found some of that stuff already, but it would be useful to place to the wiki as a reference.
Um. That's it, I guess -- for now :o . And thanks for all the work everyone's put in the tutorials etc. already! It's a great help. :thumb:
Eshaktaar on 1/3/2005 at 11:13
Have you seen (
http://www.planetunreal.com/architectonic/first_level.html) this tutorial? Although it's for UnrealEd 3.0, the basics about creating brushes and texturing still apply to T3Ed. It's the first link on the T3Ed Tutorials page in the Wiki, so maybe you overlooked it ;)
When you click on the cube icon, you don't actually create a cube in the map. Instead, the so-called builder brush is inserted. You can change the dimensions of this brush (i.e. by right-clicking on the cube symbol), adjust its position, and then hit substract to create a hollow brush. Then you can either place the builder brush somewhere else and perform another substraction, or copy & paste the actual brush you just created (Ctrl-C, Ctrl-V). If you want to copy brushes directly, make sure to move the builder brush away, otherwise you probably end up selecting it (i.e. it turns red) instead of the substracted brush.
mol on 1/3/2005 at 13:43
Thanks Eshaktaar, I have seen it, and found it useful.
I understand that first only the builder brush is inserted, and then you have to subtract it to make a real space, but what if I want to get rid of a builder brush once I've inserted it? If I decide that instead of a cube builder brush I wanted a cylinder or stairs of whatever else, I should be able to delete the cube builder brush, shouldn't I? I just don't seem to be able to do that, for some reason, or I'm overlooking something obvious.
Thing is, I was sure I was able to do that before, but now I can't.
Stardog on 1/3/2005 at 13:48
Quote Posted by mol
Ok, so I've got the T3Ed up and running fine, on a first try, surprisingly enough.
I'm having an odd problem though, or more likely I'm missing something really obvious.
I cannot seem to be able to delete brushes. I'm pretty sure it worked before, but now when I select a brush (like a basic cube, subtracted or not) in any of the viewports, it turns red but when I click on delete, it only de-selects it but doesn't remove it. What am I missing and/or doing wrong?
Another one: I create a brush (cube shaped), and then would like to place another one next to it, but when I click on the cube primitive icon, the new brush/primitive (what's the correct term in T3Ed world?) seems to get placed right on top of the first one, and I don't know how to select only the other one and move it to the side. Both cubes seem to move at once -- or does it not even create a new cube unless I subtract the first one before trying to build a new one? I'm probably not making any sense :sweat: :(
For the tutorials, as a beginner I'd find it very helful if all the
very basic stuff like manipulation of brushes (resizing/scaling, moving, vertex editing, deleting, copying, and so on) would be covered as early as possible. Either I've been looking at the wrong tutorials, or the basic stuff is somehow scattered around here and there.
I made an extremely basic tutorial last night. It took me way longer to do than I thought, but here it is:
(
http://www.stardogchampion.net/thief3tutorials/index.php) -
Mouseover the images to see them!I wasn't planning on releasing it just now, but I might aswell since some people seem to need it.
That red brush isn't really a proper brush, it just lets you make brushes. Once you've hit the subtract button, move the red "brush" out of the way. Subtracted brushes are yellow. The red brush is not really deletable, just move it out of your view, it will do no harm.
The Nay-Sayer on 1/3/2005 at 13:49
Quote Posted by mol
Thanks Eshaktaar, I have seen it, and found it useful.
I understand that first only the builder brush is inserted, and then you have to subtract it to make a real space, but what if I want to get rid of a builder brush once I've inserted it? If I decide that instead of a cube builder brush I wanted a cylinder or stairs of whatever else, I should be able to delete the cube builder brush, shouldn't I? I just don't seem to be able to do that, for some reason, or I'm overlooking something obvious.
Thing is, I was sure I was able to do that before, but now I can't.
The red builder brush cannot be deleted, it's always there. If you (to use your example) want to make a cylinder not a cube then just click on cylinder and it will turn into a cylinder.
When you get the shape you want you have to subtract it. Then you move the builder brush, shape it how you want and subtract again... get it?
Once you've subtracted the shape then you can move the builder brush and they'll be another shape underneath the builderbrush that is the shape you subtracted. If you delete this shape and then "Build All" that will delete the room or whatever...
Hope that helps.
mol on 1/3/2005 at 14:24
A-ha! :idea:
Now I begin to understand! Thanks Nay-Sayer! That's why I was confused, then; I've deleted a brush that I've already subtracted, which of course works. I didn't realize that the builder brush cannot be deleted, but it sort of always hangs in there and you change it to whatever you need.
In the remote case that This might also confuse other newbies in level editing, may I kindly suggest that this would somehow be emphasized in the tutorials you're all making?
And Stardog, your tutorial looks very good. Clear to follow, graphics to illustrate -- good job!
The Nay-Sayer on 1/3/2005 at 14:53
Well if anyone else has any problems I recommend going and reading any of the myriad beginners tutorials for the Unreal engines. It's always had the same design in general. So information is EVERYWHERE for it. That's one of the big advantages of the TDS engine I think, I can already apply all my UT "skills" to making levels for it.
The differences are minimal.
nomad of the pacific on 3/3/2005 at 02:42
Thanks Eshaktaar (I knew I'd seen that tut somewhere, but I couldn't find it again!). And Stardog. Can't wait to try your tut! Also, thanks to Mol for asking the questions before I could. T3ED is a far cry from Dromed! Takes some getting used to for those of us who never used the Unreal engine.
mol on 3/3/2005 at 07:44
All right, I'm slowly getting a hang of things, but seeing as I've never worked with the UnrealEd and have limited experience with the Dromed, the process seems slow.
Annoyances:
The static mesh browser *shivers*. Is there no way to locate the mesh immediately? I'm frustrated as hell click-dragging on the tiny screen, trying to find the buggers and then trying to make sense of what the mesh is supposed to really look like. For some reason, I find the click-dragging extremely counter-intuitive. I wish I could navigate with the keyboard, or should I invest in a trackball (which I bet the devs used)? Also, is there a web page available that'd list every static mesh with pictures and descriptions, like dimensions, for easy selection and planning?
Krypt on 3/3/2005 at 07:52
Quote Posted by mol
Annoyances:
The static mesh browser *shivers*. Is there no way to locate the mesh immediately?
The mesh browser view window is different from how it was when I used it while making the game. It acts as though the window is actually larger than what it shows, but you can only see the upper-left corner of it. The center of your view seems to be out of the window, so it's kind of hard to move around in it. You could move in it about as easily as the normal view window when I used it... dunno what happened :(