I just spent most of my free time over the past two days working on a new wall clock for Gervais' office.
Shame the blasted thing doesn't work (when even looking at it doesn't break the engine hilariously, it doesn't render properly). Fixing it would essentially require a scratch rebuild in a different form, so I'm probably just going to make a mantle clock instead - should be much faster to build, and won't have the same problems. Ho hum.
I'm trying to figure out how to use Procmon to capture all of my mission's file I/O without crashing Windows. I think I've found the switch that allows me to write the log to disk instead of to memory. Writing to memory is not a good idea with this tool, just too much data!
I wish my office would be that cosy. Looks really good!
Right now I'm roombrushing.
Polishing BBs prior to Beta.
Dromed view of Darkstone Gem part 3 in progress
Wow Max, how do you build so fast ?
And roombrushing isn't all that bad when you can just get away with shift+insert most of the time, but it can be a nightmare when you're building something on many levels and there's not much space between the floors and rooms. Fortunately I'm almost done with the roombrushing already, so I can move onto more enjoyable things again soon enough.
Speaking of roombrushing, what was that command that enabled the helping (blue?) lines in the game mode that showed which room brushes are connected with each other? Or am I just imagining that such command exists...?
Are there any other useful commands/tips that help with tracking down broken room brushes, or with finding room brushes that shouldn't be connecting with each other? I can't even figure out what the "Show Bad Rooms", "Check Rooms" or "Hilight --> Bad Rooms" commands in Komag's custom menus do...
Under extras, Show Player Room will show those blue lines in game-mode. You can also see them in edit mode, by selecting any room brush and clicking 'show all'.
Show Bad Rooms will turn any non-sound area pink. I think that's one of the most useful aides for room brushing personally, you can see where a room brush is going through a wall or intersecting where it shouldn't.
Check Room seems like it could be useful, but I've never noticed any effect with it on. Nor have I ever got Highlight-Bad Rooms to actually highlight anything.
Woah, thanks for that, Xorak! I thought that I had been very careful with room brushing, but toggling "show bad rooms" on revealed the horrible truth. Luckily there was nothing too bad though and I was able to fix the gaps pretty quickly.
"Show player room" isn't exactly what I was hoping for though - the view gets awfully messy with all the lines and boxes! Is it possible to only display the blue lines? And what are the red lines supposed to be?
A red line is a blue line that goes through solid at some point. It's not necessarily an error. Imagine a large hall with pillars and doorways along its length. In some places a line will go through a pillar. You should check every red line to make sure the RBs are meant to intersect.
Like Melan, I also have no problems with roombrushing. I feel that it brings the mission to life. My cave system in Dangerous Conditions was the exception. Lots of dodecahedrons in such a confined space
Octagonal rooms are my bane, with roombrushing. I am so looking forward to roombrushing parts of Xavier's
I always room brush each room immediately after I build it. This way I won't have to do the unpleasant task all in one go.
For me, fitting room brushes around stairs so that they did not violate other room brushes was the chore. That and turning the blessed things into automap rooms. Did you know there's a limit on the number of rooms you can have on a single map page? Me neither until they stopped working. That explains why the LGS maps were so rudimentary.
In my current mission, I cloned over 400 rb's, and it was bad enough. Once I checked each one by tabbing thru them to check each one for corruption, I only found a few dozen corrupted brushes. Later on I had to re-create all of the room brushes I had cloned, so I got a double whammy of room brush blues for a few days. I was almost ready to scrap it at that point.
To avoid boredom when going round placing loot, I'm going to write and place texts at the same time. Which meant that Rob and I have to decide what month DCE takes place in, so that journals etc. are consistent with dates. I picked January.