OldMeat on 30/9/2014 at 21:51
I did not mean to change the subject because this is about Dale's tutorial.
This tutorial will certainly get beginning level designers a fast track to making a level.
Still, while the subject of building methods has been brought up, I thought the idea of interior ceilings and roofing would have some pertinence to subtractive building and the editor methods described in his tutorial.
I hope to see more from this series. :cool:
Dale_ on 1/10/2014 at 07:26
Don't worry about changing the subject, anything Dromed-related is still to the point. :)
I'm also hoping this will help gather more candidates for the upcoming contest. I'll try to make part 2 some time this week.
LarryG: Thanks for the links, it was an interesting read (I think I've also read parts of it before somewhere). I can say I already adhere to pretty much all of those points. The mention in the video about "you make a giant air brush, then fill it with solid brushes" was more to get the general idea across, but I admit I'm still inclined to build that way in certain scenarios. At least to some degree. I definitely agree roombrushing is then much harder but things like visible objects and polys should be a thing of the past, right? (Well, unless there are 6k of them)
Xorak on 7/10/2014 at 09:53
Quote Posted by LarryG
Using a predominantly subtractive approach (carving out individual airbrushes as you go) facilitates room brushing later on.
I rebuilt a 1500 brush mission I have here for the sake of seeing what method was better. I didn't do it to help the roombrushing (because it was going to be hell to roombrush either way), but solely to see what way produced a lower cell count. After about a month of rebuilding, I realized that up to that point, the two methods produced the same number of cells. Although the additive method required fewer brushes and was messier, the subtractive method required far more brushes to carve out the cylinders and angles and it all sort of evened out in the end.
Cardia on 7/10/2014 at 17:52
Quote Posted by OldMeat
By chance I watched this today.
It is very good but fairly long and a lot of ground covered for a basic level.
It had some very good tips some which I already knew and a couple I did not. I had no idea about the ctrl-shift-O for toggling the light_bright command while in-game.
I´m learning new basic skills with Dale's Dromed videos, although i can´t toggle light in game mode by pressing ctrl-shift-0 or O ? i tried both and it din´t work, does this comes with the new dromed menus?
Dale_ on 7/10/2014 at 19:05
Thanks Tannar!
Cardia: That's odd. The way it's in default.bnd is actually o+ctrl+shift and it works for me both in editor and in game in 1.21 and 1.22. I'm not using any custom menus. If you open default.bnd in notepad, can you find this line there?
all bind o+ctrl+shift "toggle_lighting" ; Newdark Only
LarryG on 7/10/2014 at 19:40
That binding is there, but the o+ctrl+shift key combo doesn't do anything in game mode or in edit mode for me.
Cardia on 7/10/2014 at 21:47
I´m still using grid size "12" even with New DArk, does any of you use lower than "12" grid size now with new Dark?
Cardia on 7/10/2014 at 22:07
Quote Posted by Dale_
Thanks Tannar!
Cardia: That's odd. The way it's in default.bnd is actually o+ctrl+shift and it works for me both in editor and in game in 1.21 and 1.22. I'm not using any custom menus. If you open default.bnd in notepad, can you find this line there?
all bind o+ctrl+shift "toggle_lighting" ; Newdark Only
This is what i have in my "Keybind" file regarding toggling light:
bind_edit_ctrl-d dissolve_group ; break cur group into individual brushes
bind_edit_ctrl-g grid_toggle ; Should place operation grid snap or not
bind_edit_ctrl-l raycast_light ; toggle on shadow casting
bind_all_ctrl-o lit_obj_toggle
bind_all_ctrl-p history_cmd -1 ; bring up cmdterm on last command
bind_edit_ctrl-q brush_relative
bind_game_ctrl-q new_sound
bind_edit_ctrl-r relight_level 0 ; relight the level
bind_edit_ctrl-u undo
bind_edit_ctrl-w cycle_group 0 ; go to last group
bind_edit_ctrl-x xmouse ; toggle auto-camera selection
bind_edit_ctrl-z undo ; windows compaitible, eh?
bind_edit_ctrl-SPACE redraw_all ; refresh all views
I was able to light the objects only