Caradavin on 4/11/2008 at 07:47
Okay, I really am considering creating my Mag2 mission in T3, but I have invested many years into what I have created on T2. There are some good things with what I can do with T3. I am now discovering that crashes are just as common as they were with Dromie. I feel a bit limited with T3ed, but there are times I almost burst with ideas of its limitlessness. What I'm asking is this: is it just ridiculous even having the notion of starting from scratch with Mag2? Should I just bite my lip and continue on with Dromie? I do kind of miss her (its a her for me). I am getting down to the nitty gritty details of my new T3 seaside mish, and am starting to get antsy for the Mag2 road that I practically abandoned so long ago when my desktop fried (it needs a new motherboard). It is amazing what this laptop can handle.:sly:
Beleg Cúthalion on 4/11/2008 at 08:15
Well, first of all I can state again that I have hardly any crashed with T3Ed. I sometimes get a Viktoria Error when my PC's a little overstrained with the big map, but even then I can press IGNORE and every thing's fine again.
About your problem; first of all there were ways to import DromEd maps into T3Ed, but these threads are old and most of the links dead by now. However, since T3Ed requires a quite different way of architecture (that is brushes), I think it cannot hurt to think it over and start from scratch again. Plus, this way you can get rid of previously foul ideas and all that.
Caradavin on 5/11/2008 at 14:45
Well, I was feeling limited by the idea of not stacking brushes. In Dromed, I used brushes to carve everything so I could have very unique architecture. I was under the impression that I could not have a lower and upper brush. However, I see that the OM authors did just that (the upper brushes had less width to give the illusion of the tops of building jutting out, you see). So, I am beginning to get ideas of ways around what I conceive to be limitations. The crashing is not AS bad as Dromie, but it does crash on me at least once or twice per day of use; however, it does seem generally stable. I think I could make improvements. I did a bit of mucking up on the old Mag2. I have buildings that are made of huge chunks of solid brushes :eek: . It worked and the fps was not too bad, but I'm sure I could do better. I also had the freedom to make curved windows and such. These windows do not seem to be inset, but just static meshes placed on top of the brush. I don't know, it seems like cheating to me. Is it a bad idea to carve out the window area first and then put in the mesh?? Eh, this is all so foreign.....:erg:
Beleg Cúthalion on 5/11/2008 at 15:57
The windows have bugged me and are still bugging me, too, but I guess that's about personal taste. About your idea of unique architecture... you're right that you are limited by the fact that you cannot build everything out of brushes and that it needs time/willing people to get static meshes to your desire. But if you are familiar enough with your tools you are very well able to create a custom way of building things. Re-skinning SMs is a wonderful way of completely changing an object's look (and thus what it's build of, either clean or dirty etc.) and using them in unusual ways gives you more possibilities as well.
No doubt your mission will look different in DromEd but that alone is IMHO a too small reason to give it up or something. Everything more modern than DromEd will make it look different, however, if you have a look at str8g8's Bridge for instance, you see that the "good old look" is possible in T3Ed (although he is using a lot of custom SMs).
@SS: You cannot really place SM windows inside the wall the way as it was done in the TDP/TMA missions. I guess that's what she meant. And Flux' houses (he will slap me for that I'm sure :p) are incredibly big and a little problematic with texture alignment. Anyway, the SMesh Brothers are worth a look.
massimilianogoi on 5/11/2008 at 17:52
Quote Posted by Caradavin
.... Is it a bad idea to carve out the window area first and then put in the mesh?? Eh, this is all so foreign.....:erg:
Be aware: it's always an algebric matter, so it should not works. It depends on what order you add or subtract the meshes. I suggest you to work on little map parts, as a single house, then, at the end, merge everything and do a unique rebuild.
In these cases, only skill can help; exercices and more exercices too...
Caradavin on 5/11/2008 at 18:39
And what about skinning meshes? I have the Bridge on my T3ed. I downloaded just about everything I could get my hands on, including Smesh Brothers. However, some of them have that default bubbly gray tex, and when I put a tex over it, I get that error about an unpublished texture. So, I tell it to auto publish. However, it will list a ton of textures that I never got a Save error on, and it won't have the one I get the error message on. No matter how many times I try to publish the texture, it still gives me the error when I save. Then, when I reopen the mission on the next day, the texture is gone. There is no texture but the default texture available for these objects, either. I want to paint things in textures that I see fit, not only the ones that are available. Obviously, people are finding a way around this. I will probably need to screenshot it or something, because no one seems to understand what I mean by this issue; I have mentioned it before. :erm:
Beleg Cúthalion on 5/11/2008 at 21:10
That SM skin change thing is explained in Komag's Tutorial, for me it's one of the most basic things to know and one which I use most often when building architecture.
Talking about errors, I also have the ones you mention, SS, and I believe twice already I had an error where the whole T3Ed surface was blocked, right click didn't work, closing T3Ed didn't work (not even with the Task Manager)...just as if there was some hidden error message. Anyway, Caradavin, apparently your threads tend to turn into general-Caradavin-questions ones. :p
ShadowSneaker on 5/11/2008 at 22:56
Well that is the only thing I can think of that Caradavin may not be doing. I don't use this 'auto-publish' function.
I have also had that error where you can't click on anything. Right clicking on the T3Ed window in the taskbar in order to close it won't work either. I discovered that closing the launcher made it possible to close T3Ed, but it didn't fix the problem altogether. T3Ed still had to be closed.
SS
massimilianogoi on 5/11/2008 at 23:24
Quote Posted by ShadowSneaker
When I added the meshes from The Bridge none of the default textures would show up, only that bubbly one. Also the matlib for the bridge and mass' factory matlib just showed loads of random textures that were already in T3Ed.
I opened T3Ed the next day and they were all there as they should be. I don't know why they wouldn't work at first.
You have to close and restart the editor after adding it :thumb:
@ Caradavin: some objects requires its own material library, so be sure to have downloaded it too.