Ricebug on 2/5/2012 at 13:10
When it comes to Drom-ed-ing, I'm not the sharpest knife in the drawer, but I've learned a few tricks that may help others. I'd like to see what the Master Builders out there (Yandros, R Soul, Haplo, etc) do to make their editing easier.
TrolPts
Create and copy the points in a small cluster or line and then link them. Once they're linked, then spread them out over the map. Click on the AI first and then create the TrolPt. This places it exactly where the AI can "reach" it. Where you have hills and valleys, clone the AI and do the same thing and then delete that AI.
Loading Maps
As you know, Dromed will default to the last folder it saved to when you open a file. At times, I'll have up to 3 copies of Dromed running, and it's a pain to manually navigate to the correct paths. I added this line to all of the Startup.cmd files:
load_file X:/foldername/missxx.mis.
The Fam Directory
I keep a sub-dir in each of my texture directories with the TGA equivalent of the game textures. Then, if I have to add a new texture, I re-run the files through Bright, using NV's batch processor. Once the game is ready for beta, simply delete the TGA folders before zipping.
Who else out there has some tips and tricks?
R Soul on 2/5/2012 at 16:15
Quote Posted by Ricebug
Loading MapsAs you know, Dromed will default to the last folder it saved to when you open a file. At times, I'll have up to 3 copies of Dromed running, and it's a pain to manually navigate to the correct paths.
There's probably a registry setting that associates a folder with an .exe name, so rename each .exe. My Thief2 folder has Dromed.exe, and my ThiefG folder has DromedG.exe.
I use the startup.cmd file to run the
load_mission command without any file. This brings up the Open window so I can be sure I won't accidentally save.
Checking new objectsIf I want to have a look at a custom object without mixing its files with existing ones, I create this folder structure:
Thief2\something\obj\ (+txt or txt16 for textures).
In Darkinst.cfg I add the following to the end of the resname_base line:
+.\something
I then extract the object to Thief2\something\obj. I can look at it in Dromed while keeping its files isolated. Some objects come with lots of textures, or their names are obscure, so this makes it easy for me to keep my main obj folder clean. If I like the object, I can transfer it, and if not I can delete all of its files.
Posting on this forumWe all know TTLG sometimes has issues, and I tend to notice these while I'm waiting for a reply to be posted. Before submitting a post, I copy it to the clipboard in case the forum dies. Saves typing it out again.
darthsLair on 3/5/2012 at 02:33
Moving the starting point to the area of work.
I always click on a terrain brush to get the x,y,z coordinates, then move my starting point to the area I am working in. This way when I am done with my work in that area, I can just go into game mode to check my work. I go from area to area doing the same thing, and then when the map is ready for it's first beta-test, I move it to where the game will start. I then check the monolog for any new errors. This is an advantage of keeping errors down to a minimum. Build, go into game, then check monolog, at least every few brushes that are added. Nothing worse than being stiffled in the end with hundreds of errors, and crashes. The compounding of errors is the worst.
The advantage of this, is that the builder doesn't have to waste alot of time repeating unnecessary movement.
Out of room error's made easy to investigate.
When the monolog tells me I have an ai out of room, or if the player is out of room, I save the monolog as Monolog522012723pm (The date for that day 5/2/2012 7:23pm) Then print it, then use a yellow hilighting marker to go down the list using the x,y,z coordinates of the out of room ai or player using vm_teleport x,y,z I zoom all the way in, and note whether the camera is above or below the roombrush. I always make sure the blue line is below the white terrain line. Then simply go into game again, look at the monolog to make sure the error is gone. Everytime, I save a monolog, I pack it away in my recent saved folder for future reference. This is handy, because it can be referred to when necessary.
Ricebug on 3/5/2012 at 10:39
Quote Posted by R Soul
Posting on this forumWe all know TTLG sometimes has issues, and I tend to notice these while I'm waiting for a reply to be posted. Before submitting a post, I copy it to the clipboard in case the forum dies. Saves typing it out again.
Heh-heh...a trick I learned long ago. Nothing worse than crafting a detailed response, only to have a crash when you submit it. Sometimes, I'll type it in a word processor and then paste it.
Yandros on 3/5/2012 at 11:47
Quote Posted by darthsLair
Moving the starting point to the area of work.
You do know about persistent_player_pos don't you? It enters game mode wherever the camera is in the 3D view. I also added that command to my StartUp.cmd file, and then it's toggled on by default whenever I launch Dromed, and I never have to move my starting point unless I need to.
I also am in the habit of always copying my response to the clipboard (just quickly hit Ctrl+A, Ctrl+C) before clicking Submit.
I'll try to think of a few things I do and post them here later.
darthsLair on 3/5/2012 at 15:18
Quote Posted by Yandros
You do know about persistent_player_pos don't you? It enters game mode wherever the camera is in the 3D view. I also added that command to my StartUp.cmd file, and then it's toggled on by default whenever I launch Dromed, and I never have to move my starting point unless I need to.
I also am in the habit of always copying my response to the clipboard (just quickly hit Ctrl+A, Ctrl+C) before clicking Submit.
I'll try to think of a few things I do and post them here later.
Yes, I know about persistent_player_pos, and I used to use it. The reason I like moving the starting point, is when I close dromed, and re-open it, I am returned to the starting point where I was last working. I generally process every three brushes, and I always close dromed after processing. I used to use vm_teleport x,y,z from my starting point location, but it is easier just to move the starting point for me. Finish up one area at a time, then relocate.
R Soul on 3/5/2012 at 16:05
Comparing old and new poly counts
If I get a high poly count when looking in a certain direction, I place a marker, rotated to face that direction, and use cam_to_brush to place the camera there. I go back to game mode and note the poly count. After editing the terrain, I use cam_to_brush to get back to the marker to confirm that the poly count has been lowered and I'm not just looking in a slightly different direction.
Finding the source of a high poly count
The render_backward command is useful. It draws the same polys you'd normally get, but in reverse order, so things that were obscured will now be in full view. I had this problem and solved it by lowering the sky so that it touched the rooftops between the camera and the unnecessary polys.
Daraan on 3/5/2012 at 16:56
Yesterday I wanted to post the thing with the persistent_player_pos in the startup. But I thought one line would be a bit less.
And I think its one of the best commands together with
editorcam_from_game (in user.cfg) other valuable entries for the user.cfg (im not sure which are included from start and which are added with the toolkit)
DromEd settings in User.cfgQuote:
;
;hilights invalid roombrushes when calculating room database
check_rooms
;snaps multibrushes to grid, if grid is enabled
vbrush_snap
;stop the player from dying in editor mode
no_endgame
;streams debug info to monolog.txt in you main Thief directory
monolog
;uncomment next line and add a valid mode to enlarge DromEd window. Valid modes: '800, 600', '1024, 768' [must be one below your max solution]
;edit_screen_size 800,600
edit_screen_size 1024,768Maybe there are other ones which are usefull
btw. Toolkit
Keybindswith the toolkit there are also some( just some?) new keybinds... take a look and learn new things. (pff bad if you don't have an English keyboard...)
(
http://dromed.whoopdedo.org/_media/dromed/dromed-toolkit.png)
Inline Image:
http://dromed.whoopdedo.org/_media/dromed/dromed-toolkit.png?cache=&w=900&h=406(Klick for fullscreen)
With F8 (cam to brush btw.) you can automatically jump to the selected brush/object. After DromEd start always the latest(highest Id) object is selected - and mostly its close to your working place...
I'm not sure but can you manually set an Objects Id?
Ctrl+F1-F12 easy eax setup
F6 - edit obj
Alt+Ctrl - Speed up player ingame
Strg+Ins - Insert Obj etc (see below)
....
h,j,k,l set brush type
Placing Objects with nice coordinatesI don't like the click and drag mehode to place obects because mostly you have to edit 2 dimensions to get nice integer or nice digits comma.
If you select object in the Object Hierarchy click create, select a brush and not strg+ins now the object has the same coordinates as the brush.
And now you can move/rotate it very easily with the numblock - or the alt+QWE...-methode
What is inserted depens on which category brush, room, obj, light you have selected
Ricebug on 4/5/2012 at 12:56
Can you re-size that graphic? 640 is the limit on these forums.
Yandros on 4/5/2012 at 13:34
Now it's 800, they updated it a few years ago.