Jump to content
The Dark Mod Forums

Creating unnatural shapes/brushes in DR


brethren

Recommended Posts

Hey guys -

 

OK, I've had one real problem since plunging into the world of TDM editing. There's times when I want to make very un-squareish shapes, such as a mountain or rocky incline, or possibly even a cave, or any other kind of natural geography. In dromed, I loved my dodecahedrons. What's the best way to go about creating similar shapes in DR?

 

For kicks, I opened up Mad's Mountain to try to get a feel for the cave system, but the info I saw within the editor was just confusing and unclear. I though it might be better to ask here and see what folks think. Is it done through patches? That's my guess but maybe you guys can tell me.

Link to comment
Share on other sites

Quick sloppy answer:

 

If I recall correctly, Mad's Mountain was built in Blender. That's why you don't see much in the map in DR.

 

The conventional method is to use patches ...(and if you want to get fancy export the patch work to Blender for vertex blend painting).

 

Check out the caves in NHAT 2, and Caduceus of St Alban for other examples.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Link to comment
Share on other sites

I've been using Sculptris + MeshLab + my little exporter to make my cliffs and hedges, still have one bug to iron out and then I'll post a wiki writeup. It's extremely simple once you've got the idea. Making caves might be a bit more tricky, but if done in smaller sections might make it quite possible.

Link to comment
Share on other sites

I've been using Sculptris + MeshLab + my little exporter to make my cliffs and hedges, still have one bug to iron out and then I'll post a wiki writeup. It's extremely simple once you've got the idea. Making caves might be a bit more tricky, but if done in smaller sections might make it quite possible.

 

Using cylinders can be quite fast and simple to do caves. One cylinder is a cave segment, one other half-end capped cylinder is the cave end. These two are connected, and then you put a third cylinder between the two so that it hides the connection seam.

 

Like this:

7594863.png

 

See knightons manor, the tunnel in the cellar. That was really fast and easy to do and sill look decently good.

Clipper

-The mapper's best friend.

Link to comment
Share on other sites

Sotha, I not like this method. Before any cave-shaping is done, i would create cylinder1, clone, place cylinder2 side-by-side with cylinder1 so the vertices match up, then both cylinders can be selected together, and the intersecting vertices can be adjusted together. there are other alternative methods for making Y-splits as well.

Also, to make just a big room connected to a corridor area, making a patch cylinder that has more verts than 3x3 (i.e. 3x5 for small area) can also mean you can use the purple verts to create hard-edges for openings in cave walls to larger areas and open up the remaining columns (or rows, however you made your patch) to make a big room directly connected to a smaller corridor in the same patch. cloning/mirroring/vertex-aligning can make things easier to make an adjacent cave area on the other side, with the adjacent verts still aligned and flush (with a little effort)

 

edit: sorry i'm not a big fan of trying to make 'seamless' areas by creating somewhat-natural-looking-but-not-flush-or-aligned-zones to connect areas. Maybe I'm just OCD or something but 6 months after graduating from A-Z tutorial i can no longer stand brush/patch verts that are misaligned/intersecting into eachother. And this is coming from a guy who prefers CSG-subtract over clipper tool, and the only other person i've seen with that same philosophy is shadowhide(ouch)

Edited by ungoliant
Link to comment
Share on other sites

shadowhide(ouch)

 

for all the pain that calls my name......

 

 

 

And this is coming from a guy who prefers CSG-subtract over clipper tool, and the only other person i've seen with that same philosophy is shadowhide(ouch)

 

I don't prefer CSG-subtract over clipper tool,I just said that I have nothing against CSG-subtract.If you use it,you must use it carefully to avoid superfluous brushes.It much faster than clipping,and become useful sometimes

 

 

 

 

 

Proceed with caution!

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • datiswous

      I tried to upscale the TDM logo video. First try:

      briefing_video.mp4 You can test it ingame by making a copy of the core tdm_gui.mtr and place it in your-tdm-root/materials/ , then edit line 249 of that file into the location where you placed the new briefing.mp4 file.
      What I did was I extracted all the image files, then used Upscayl to upscale the images using General photo (Real-Esrgan) upscale setting and then turn it back into a video.
      I might have to crop it a bit, the logo looks smaller on screen (or maybe it's actually better this way?). My video editor turned it into a 16:9 video, which I think overal looks better than 1:1 video of original.
      · 1 reply
    • nbohr1more

      Trying to be productive on my down-time before Capcom releases Akuma and my son is constantly on my PC playing Street Fighter...
      · 1 reply
    • OrbWeaver

      Finally got round to publishing a tutorial on baking normal maps in Blender, since most of the ones we have are inaccessible or years out of date.
      · 2 replies
    • nbohr1more

      The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.
      · 1 reply
    • nbohr1more

      Was checking out old translation packs and decided to fire up TDM 1.07. Rightful Property with sub-20 FPS areas yay! ( same areas run at 180FPS with cranked eye candy on 2.12 )
      · 4 replies
×
×
  • Create New...