Need Help With Dromed-->worldcraft Transition
d0omie
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-->
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
The air brush thing sounds... weird.
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.
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.
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
/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
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!
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.
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.
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.
*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.