Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/learning mapping/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. I started working on my first TDM mission a few months ago, which I estimate is only a bit larger than the average map (excluding quickies in mapping contests). So far I'm slowly getting close to finishing the geometry and object placement... though the more I add to my map, the more I feel still lies ahead of me. Although I knew DarkRadiant doesn't do things magically, mapping is a lot more tedious than I first predicted. It's not the total amount of work that upsets me either... rather that if things were easier, missions could be released sooner, and we could create more content altogether! Now I'm not posting this to complain aimlessly; During my time mapping, I've kept track of the steps that seem to be most time consuming, and thought of how they could be reduced. I wanted to suggest a few ideas that came to mind, which should make mapping faster and less of a repetitive process. Disclaimer 1: I know that even if they're good suggestions, these ideas require someone to code them. I'm not demanding them or expecting that they happen tomorrow. Disclaimer 2: Some of these might already exists, as less obvious features or plugins. I can't know everything, so I discuss them as new ideas. - Model / Entity / Prefab placement: The first thing to stand out as time consuming and more difficult than it needs to be is entity placement: To put something on the map, you first right-click somewhere in a 2D viewport. A menu pops up, from which you browse a large selection of assets and choose the one you want. After inserting it, you first notice it's at an incorrect distance on the axis not addressed by that 2D viewport, so you must reposition it in one of the other two 2D viewports. To properly locate it in 3D space, you must find it in all 3 of the 2D views and drag it around until the object is at the right spot. Once that's done, you frequently want to rotate it too... which currently requires opening the rotation menu, introducing the number of degrees you want to rotate by, then clicking a button. I believe this could all be made easier with the following features: * Ability to click on a surface in the 3D viewport, and add an object with its origin located at the nearest point on the grid. That way there will be no need to find and reposition everything in the 2D viewports, just click directly on where you want them to appear and voila! The object should be facing toward the camera at either 0* / 90* / 180* / 270* of rotation. * I work a lot with Blender 3D. One thing that makes it easier to setup a scene is that you can move / rotate / scale objects via simple shortcut keys, whereas there are also fields in the sidebar where you can easily edit these numbers for the selected object. For example: If you want to move an object by 50 units on the X axis, you simply press "G" (grab) then "X" (the axis) then type in "50" (the amount) and press "Enter". No mouse needed, which makes it easier to move things around compared to dragging them in some circumstances. * A better way to find the assets you need: TDM has a lot of models and textures and sounds that mappers can use, which is a great thing... but unless you learn in which directory structure each is located, you'll waste a lot of time looking for the perfect model or texture to place somewhere. The first and easiest solution would be a "last # used" section, in which the last say 10 entities you placed are listed... making it easier to go back and forth between the last few things you're placing in a given area. A similar idea is a customizable favorites / bookmarks menu, where the user can create their own directory structure and order entries in a way they can easily learn... similarly to bookmarks in web browsers. Beyond that I think making better use of previews would be helpful, such as showing the 3D model of all entries in the selected directory rather than just the selected entry. Here is a great example: - Flexible camera movement in the viewport: Camera movement has always been a pain in all Radiant editors, as you can only take control of the 3D viewport in a 1st person perspective: Right-click to engage, use the arrow keys and mouse to move, right-click again to disengage. This is a bit slower than the movement in other 3D programs, and I believe it could be improved. * Allow a combination of keyboard shortcuts with mouse dragging to move the view. In Blender for example, you middle-click to rotate, shift + middle-click to move, control + middle-click to zoom (or mouse wheel, DarkRadiant has this one). Why not the same system here, with FPS control moved to a different shortcut? * A few other engines (such as Second Life) have an even better approach: You can control + alt + click on any spot of any surface to focus the camera there and change the pivot point. This makes it a lot easier to move around through space, which would be a great feature for DarkRadiant as well. - Random generators for simple map structures: Another inventive way to help mappers get more work done would be to offer the possibility of the software doing part of the work. Of course this isn't possible when it comes to creating complex structures, but it could be used to simplify a few basic tasks. What I'm thinking about precisely includes: * Terrain generator: Just select a patch mesh with enough columns and rows, and its vertices are randomized to create a nice heightmap terrain! * Room generator: The user creates a single brush representing the body of a building. The plugin then asks the user for the following data: The texture(s) to be used by the floors ceilings and walls, the thickness of the floors / ceilings / walls, how many floors there should be, how many rooms there should be. The plugin automatically generates a mix of walls that align against each other, producing the basic interior structure. The artist can next modify the layout as they see fit and start placing the decorations! Taking the idea further, the plugin could automatically place doors and windows, create stairs between floors, and even add various entities correctly to rooms. * Random entity placement: Another plugin that could be useful is randomly scattering a set of models / entities across a surface (similarly to particle systems). The user selects the brushes or faces that should be accounted, a list of entities (with configurable probabilities / counts?), then the entities are randomly spawned and distributed across the surface. This would be especially useful in outdoor areas... where you can then select the terrain, a set of trees and rocks and foliage models, and let DarkRadiant generate a forest for you!
  2. So I've been on-off working on various missions of some description or another, and during the course of doing this I've been thinking about the process of bringing an FM together from start to finish. That is, maybe less the technical side and more: how does one go from an idea, to a fleshed-out concept, to a final product? There is some good stuff on the "Mission Design Tips" wiki page (http://wiki.thedarkmod.com/index.php?title=Mission_Design_Tips), but I feel there's more to the mapping process that can be explored and expanded upon. So I was wondering, how does everyone here do it? Is there a particular mapping method(s) that works for you / that you'd recommend? Some things that might be nice to learn more about, just to start the ball rolling (provided this thread isn't redundant): 1. Where do you draw your inspiration from? How do you tend to come up with a mission idea? 2. What building techniques do you utilize? Free building? Planning everything on paper first? Bare-bones architecture first? Modular? Creating major areas, then linking them all up later? Something else? 3. What do you do to keep morale up / keep progress going, particularly when you've been working on the same mission for a long time? 4. What are some of the most important things to keep in mind when creating a mission? 5. Are there any particular mapping practices you'd argue for/against? 6. What are some of the most common issues you run into when creating a mission, and what are some ways you can overcome these issues? 7. Would something like a GDD for missions be useful? What about something like a cognitive model of TDM players?
  3. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  4. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  5. I mean I have a really tough time with software interfaces, especially with things like dark radiant. I've just always had the problem of having a bunch of ideas but can never figure out how to make the software do what I want. I first noticed it when I started using a program called reason 5 and then when I tried using photoshop I wanted to die. Is anyone like me in this respect and would anyone want to make a dark radiant for dummies guide?
  6. I recorded a video of my mapping process. More than half the time went into scrolling through the assets, models, entities and textures. If there was a way to view many textures/models of a category simultaneously, I could have saved maybe an hour today. How do you do that efficiently?

    1. Obsttorte

      Obsttorte

      After a while you know where you find what. It's a matter of experience.

    2. Spooks

      Spooks

      coupled with that, just type into the model/entity/media browsers and you'll probably find your search term. That's how I get through life.

    3. Nico A.

      Nico A.

      Well, I guess that is better than nothing

  7. Hi! I'm working on a new map and am going to describe my mapping progress in this thread. Everyone is most welcome to view and comment the content here. Even better, constructive feedback and help is also appreciated. Not to spoil anyone's fun, I'll be discreet of the mission specifics. Let's just say that the aim of the mission is to perform a jail break. Except that the player breaks in a jail rather than out of one. Mapping started 29.5.2010. At present I'm working on basic geometry and it is almost finished. Some screenshots for your enjoyment: http://img690.images...shot00001gc.png http://img16.imagesh...shot00002hb.png http://img268.images...shot00003xn.png
  8. The Black Parade is coming! http://www.ttlg.com/forums/showthread.php?t=146501 Woo-hoo!

    1. Show previous comments  8 more
    2. demagogue

      demagogue

      I suppose making a campaign as an individual and building for Thief Gold go hand & hand. You need to be pretty obsessed to do either. XD

    3. Epifire

      Epifire

      I'm just very happy to see how much work still goes on with the original Thief games. Good mods = long life after release!

    4. lowenz
  9. Mapping todo list for tonight: do the four other todo lists

    1. Show previous comments  2 more
    2. Bikerdude
    3. Epifire

      Epifire

      Is this the same project that contains some overpriced furniture?

    4. Goldwell
    1. SeriousToni

      SeriousToni

      What? The mysterious saviour is back to make our Thief lives happier again after such a long absence? I can't believe it's true! Wow thanks so much!

    2. demagogue

      demagogue

      He's like our own Game of Thones mystery crow that leads us to secret treasures.

    3. SeriousToni

      SeriousToni

      Or to an old tree with lots of zombies around.. xD

  10. I'm wondering if anyone ever checks new posts in the Fan Missions Forums? I've posted 4 questions asking for help for 4 different missions that I can't finish because I"m stuck, and I don't get any help. I posted a question this morning so I don't expect an answer right away for that one. Its frustrating because I would like to finish them. I've read through the posts for each mission and I'm not getting anything from them. If there's someone who could help me I'd really appreciate it. Thanks I guess I'm spoiled from the TTLG forums.
  11. Is it just me or does the TDM Forums favicon look whack?

    1. Show previous comments  1 more
    2. SeriousToni

      SeriousToni

      Yes I was annoyed by that, too!

    3. Epifire

      Epifire

      Glad I wasn't the only one noticing that.

    4. Bikerdude

      Bikerdude

      Will drop Taaaki a message.

  12. Hi all, me again Now that I've learned how to take screenies on DM (thanks to Aluminumhaste) I wanted to post one that I took but I got an error saying that the image ext that I used was not allowed in these forums, It was .jpg so I changed it to .png and I got the same error again. They're on Photobucket.
  13. I guess you're all tired of the same old questions, and believe me I understand. So, forgive my total ignorance on countless subjects, but sometimes (or rather most times) I need to ask. Firstly, does it make a difference performance wise if I make one large area and later divide it up into smaller sections vs. starting out with the smaller sections? I need a candle flame without any light sources attached. Preferably it should still glow. I have no idea what properties to delete, or how to otherwise create one. Perhaps there is one hidden in the hierarchy somewhere? That's it for now. Thank you!
  14. Been mapping so hard that I gave myself a week-long vertigo migraine. I'm pressing charges.

    1. Show previous comments  3 more
    2. Airship Ballet

      Airship Ballet

      I drink honey-lemon tea like water to keep me going when I'm working on something. I'd drink coffee more regularly but I'm not allowed much caffeine (narcolepsy) so I don't know! I cycle daily like the yuppie I am, too. Space is limited here though, so I'm basically touching my nose to a huge 32" LCD. I think the tea and breaks are the reason I haven't had problems up until now, but boy has it hit hard!

    3. Anderson

      Anderson

      Take care of yourself. Health is above everything.

    4. Airship Ballet

      Airship Ballet

      I'm terrible at taking care of myself, but others are doing it for me, no worries!

×
×
  • Create New...