Need Help With Dromed-->worldcraft Transition

d0omied0omie Join Date: 2003-02-23 Member: 13877Members
I used to make levels for Thief and System Shock2 with Dromed, and was used to the solid world where you carve out air brushes for the rooms you want. However I am having some trouble with Worldcraft. I tried making a simple "fun" level, with just a large box which I used the "make hollow" command on, then adding some interior walls to make it into a more interesting room.

This worked fine, but I want to add more rooms, and this seems to be a rather difficult task compared with dragging a new air brush in dromed, I tried making a new hollwed brush intersecting the origional as a coridor, and using a "carve" brush to get rid of the solid parts at the join, but it went horribly, horribly wrong!

Can anyone advise me as to the correct method of creating lots of linked areas for a spacecraft?

(the player starts and so on where straightforward, although I would like to know how to place pre-built or un-built structes such as armories, offence towers etc in the map.)

Thanks! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    Yes make brushes, just take the block tool, and make hallways, do you need a tutourial?
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    In general, using the hollow command is looked down upon. Make four walls, a floor, and a ceiling (to start off), then you can break apart a wall with the clip tool and resize the two resulting parts to form an opening. This opening can go to a hallway, or another room, anything. As far as I know, there's no way to add prebuilt structures to the map, but you do have to place resource nodes for resource towers to be built.
    The air brush thing sounds... weird.
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    I see, so clip is prefered to using the "carve" function I found?

    Air brushes rule! you have Air, solid, water brushes, as well as bruses which only turn one terrain type into another, eg air-->water.

    The whole world starts off solid, rather than air, and you carve your rooms out of it! making two connected rooms is just three brushes, then you make a door object and place it in the third small joining brush!

    The object system in thief is so nice...all the objects (entities) appear in the editor as they do in game, and you can chagne their properties really easily in the editor.. *sigh* shame thief has no (functioning) netcode.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Some people may use carve, but I prefer the clip tool. It seems like you have more control with clip, and I don't like making brushes just to destroy other brushes.
    The only thing that took some time for me to figure out with clip brushes is shift+X.
    It's all in the shift+X.
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    ***CHOKES ON WORLDS OF OLD MAP MAKERS***
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    <a href='http://amckern.actionrealm.com/resource/tuts/' target='_blank'>>>> Click <<<</a>

    this is good for mapping newbs as i undersatnd (after using lif tools, for max payne, and avp2) that editing tools are not the same, but have the same idea behind them, so just try out the cs tut, and then progress with flayers - he has the best ns tut around at mo :-D

    amckern

    PS ask flayera for his tut link
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    If I was a murderous LA teacher, toodles to you
  • CampaignjunkieCampaignjunkie Join Date: 2002-06-10 Member: 746Members
    Mapping in Half-Life works like this: There is a giant black void. You add brushes/objects to fill that void, as opposed to carving it out of a solid world. The tool "carve" is used for another purpose. It takes some getting used to this, especially since you mapped for the other type of map first. I'm not sure if this makes sense to you, but then again I don't always make sense.
  • MartMart Origin of SUYF Join Date: 2002-02-26 Member: 248Members
    DromEd, although fairly intuative, has a habit of crashing every 30 seconds. Very frustrating when you forget to save.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Here, have this, much less painful
    /me hands Mart a knife
    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->



    Personally I'm fearing when I'll eventually have to use something apart from VHE
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    Dromed only crashed when you tried to portalise it after making some error!

    I can't seem to get the hang of this clip function, it seems to remove half of a brush, rather than let you open up a hole in a wall for the next room. And carve seems to be rather permanent, you can't make your "carve" brush, then re-size it later. In fact you seem to have to deleate it after using the carve command... very odd!
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    You have to stop trying to think in terms of negative space. In Hammer editing, a 'hole' in a wall is not an object. In order to form a 'hole', you have to build separate blocks to make up your wall so that there is a hole in the wall when you are finished. If you need to change the size of the hole later, you have to modify and/or reposition every piece making up the wall around the hole. Instead of thinking about mapping as analagous to mining, ie: removing solids to leave your desired rooms, try to think of building a house. Every wall, floor, ceiling, stair, beam, partition, etc. must be created and fitted with everything else.

    While it tries to do much the same thing that you are used to, use of Hammer's carve function is discouraged because it can be inaccurate in terms of control points falling on the grid. Without going into a long explanation as to why, using carve can lead to leaks and other problems later on.
  • CadaverCadaver Creator of original ns_origin Join Date: 2002-04-17 Member: 466Members, NS1 Playtester, Contributor
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I can't seem to get the hang of this clip function, it seems to remove half of a brush<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The clip tool has three functions - when you're in clip mode and have placed the dividing line over your selected brush, click the clip tool button again to flip between modes. You can clip one side off (deleting it), clip the other side off (again, deleting it), or simply clip the brush into two parts. The red selection in the 2D views shows which piece of the brush is going to be deleted, so if both parts are thick white lines, you're in the split-in-two mode, which is probably the most useful for dividing up walls in order to place doors and hallways.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited March 2003
    And if your brush has concarve (U-shaped) faces/Lines the clip tool does not work correct at all.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    edited March 2003
    The other confusing thing about the carve tool, and hollow tool, is that when you use either of those, it groups all the resulting brushes together. If you select the result, right click and then click 'ungroup', you'll be able to select each brush individually. Grouping is something native to Hammer/Worldcraft and groups are not recognised as 'groups' by the compile tools, but simply as seperate objects. It's confusing at first, but extrmely useful if you want to group together brushes which are meant to stay together, eg the brushes which make up a table. Group data is not saved to .map format (the format used by the compile tools), but it is saved into the .rmf format (Worldcraft/Hammer's format - basically the same as .map but with extra information specifically used in the editor)

    To change how the clip tool works, click on the Clip button again and then again to see the other two clipping modes (make sure you've drawn a clipping line through a brush first to see how this affects it). There are three modes. Keep half A, discard half B; Discard half A, keep half B (also has the same effect if you just pull the line in the other direction); and Keep half A and keep half B. You can cycle through them with Shift-X as well. Also, holding down Ctrl and dragging the ends of the clipping line moves it about without changing its angle.

    <edit> Masterswordsman, your attitude is neither helpful nor welcome - please keep quiet if all you are going to do is display your own ignorance.
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    edited March 2003
    Aha! you have to click clip several times, I see. Thanks for the help guys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I'll try to get used to building everything, I'm used to carving out rooms and building up detail, rather than making everything!

    *tries to resist urge to make a HUGE solid block and make everything out of the carve function*

    On the more techy tide of things, how do you make a pre-made armory, IP etc?

    I need to do this for my "fun" escape map I want to make.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Master: I'm referring to your pointless posts and critisising of the fact that someone is having trouble adjusting to the way this engine works. You may not be able to understand how someone can be confused by the way it works, but I'm sure if you've worked with subtractive geometry for such a long time the step to additive is not an easy one (especially with WC's confusing nature regarding the carve and hollow tools).
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