ZylonBane on 23/8/2013 at 20:59
I wish someone would reveal how to smoothly join cylinder ends for carving tunnels that curve.
R Soul on 23/8/2013 at 21:50
Someone did discover a way, if the corners are 90 degrees. I can't find the post, but this is the gist of it:
For each corner, make the followng three brushes in this order:
1: Cylinder, FillWater, Heading: 0, Pitch: 90, Bank: 0. Height should be the same as Width.
2: Clone the 1st one. Evaporate, H: 90
3: Surround them both with a Water -> Solid brush.
The straight portions are ordinary FillAir cylinders, rotated as required. They should extend half way in to the corner structure, and be build after it (i.e. higher Time values)
ZylonBane on 23/8/2013 at 22:16
Yeah, I remember seeing that thread. Would work well for modeling sewers or similar man-made tunnels. Unfortunately I'm after more organic meandering tunnels, something which CSG modeling seems hopelessly ill-suited to.
ZylonBane on 2/11/2014 at 18:59
Latest (re)discovery-- if you want to move a single object from its current position by a known amount (like X + 5 or whatever), DromEd allows making a multibrush of one. Just click the object, then shift-click it again. Voila, relative movement mode in the GFH.
And everyone knows that as of the most recent NewDark release, you can right-click in the filter menu to deselect every layer except that one, I assume.
Yandros on 2/11/2014 at 20:02
I knew of the first thing, I discovered it a year or two ago. Very useful.
The second one is new to me, so thanks for mentioning it.
Xorak on 3/11/2014 at 06:12
One of the new features I've been using quite a bit is when in a view window you might have several brushes that line up on the same point or line, now you can hold ctr-click to cycle through and select the one you need. In old dark you could click forever and never get the brush you want.
qolelis on 3/11/2014 at 16:31
Here's a list of small things I've become accustomed to (some are old and some are new, but I find them all useful and some I only learned about recently (after a lot of fiddling around and, more or less literally, clicking on everything), the list is probably not complete, but these are the ones I came to think of while writing this post):
* One thing I use all the time is the command
brush_to_cam whenever I need to move a (cloned) brush a long distance:
Code:
edit bind F8+shift "brush_to_cam 2"
The '2' means that the decimals of the brush's coordinates will be preserved, which is very useful when moving an object, which, for example, was previously aligned to a wall and you don't want to redo the aligning.
* Another command I use from time to time is
brush_to_mono, which dumps info (grid (enabled/disabled and size), alignment (vertex/face) etc...) about the currently selected brush.
* The query function in the object hierarchy is pretty powerful. I find it especially useful when I need to find where I used a certain script or referred to an object in a design note. To further automate the process, you can save the generated list to a file and do a text search.
* Here's an old(?) command I use when I have a lot of area brushes and don't remember which one was me only:
go_to_meonly (you can also set the colour of the me only brush in
dromed.cfg (e.g. "editor_col_6 200,86,14")).
* The command
edit_links (without arguments) opens the list of links for the currently selected object. I've bound it to a key for quicker access.
*
Double-Click the camera coordinates in the GFH if you need to move the camera to an exact position (this brings up a dialog where you can edit the coordinates). You'll need (to uncomment)
show_camera_xyz in
dromed.cfg for the camera coordinates to show up.
* Right-click/press the "Op" field's value (in the GFH) to bring up a menu from which you can choose the terrain brush medium. Make sure to keep the mouse button pressed until you have chosen a value or else DromEd will choose for you. Move the mouse away from the menu and release the button to cancel.
* Shift-click a brush face, with the texture palette open, to paint the default texture (-1).
* There's a new view mode in the 3D view called "solid + all wireframe". Apart from the obvious, it will also show any drawn links in the 3D view - which the old wireframe mode also does, but the new mode has the advantage of being able to view only the wireframes for the visible terrain by you issuing the command
toggle_wire_zbuffer 1 (without it, the new mode won't be as useful, so I added it to my start up file to make it always on).
* The command
list_obj_name can be used to find a named object when you only remember part of the name or are guessing.
* The command
reset_brush resets the rotation of a brush.
* The command
brush_centers shows the center of brushes (-1 = toggle, 0 = none, 1 = only current brush, 2 = all brushes). This can be added to
dromed.cfg if you want to set a default. I find this useful when aligning brushes or when adding room brushes (whose centers shouldn't be inside other room brushes). I bound it to a key, so I can quickly toggle between the modes.
* The command
brush_filter comes in pretty handy if you want to quickly filter out certain types of brushes. You can of course do this in the GFH, but it's quicker if you bound the command to a key. The command takes a decimal number as an argument, with 16 standing for terrain, 32 standing for lights, 64 standing for area brushes and so on. To combine two filters, you add their numbers together (e.g. terrain + object = 16 + 128 = 144). I have bound each filter plus often used combinations (terrain + light, terrain + objects, terrain + room and flow + room) to their own key combination.
*
john9818a on 7/11/2014 at 13:42
If you want to preserve the alignment on X, Y, or Z on a selected brush or object just click on the X, Y, or Z and drag to change only that value.
I've been accidentally multibrushing single brushes for years but never lnew what to do with it.
Qolelis Alt-R also resets a brush's rotation.
qolelis on 7/11/2014 at 14:27
Quote Posted by john9818a
Qolelis Alt-R also resets a brush's rotation.
Yup, I've just become cautious about mentioning keybinds, because I've modified them so much that I no longer remember which are common and which are modified. I have bound most of the commands mentioned above to their own key (or combination of keys).
john9818a on 7/11/2014 at 18:30
I changed the text in one book, went into game mode and discovered the text had changed without having to exit & restart dromed. On subsequent books the text did not change until dromed was restarted.