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Thread: Building a mansion/estate fan mission

  1. #1
    Member
    Registered: Jul 2015

    Building a mansion/estate fan mission

    What are some good tips and ideas on where to start building a mansion/estate mission in Dromed? Rather than just putting random air brushes around the grid that could make it into a city instead. This is my first time making a fan mission on my own. I know how to place air and solid brushes around the grid and place objects. Just trying to figure out how to organize and structure it properly.

  2. #2
    Southquarter.com/fms
    Registered: Apr 2000
    Location: The Akkala Highlands
    You'll potentially get dozens or hundreds of different opinions, but the best way is to learn from the original authors. Check out the OMs and see how they did it.

  3. #3
    Member
    Registered: Jul 2015
    Oh ok, yeah It's better to see how the original authors built the original mansion/estate missions in the game. I'll have to figure something out.

  4. #4
    Southquarter.com/fms
    Registered: Apr 2000
    Location: The Akkala Highlands
    Best way is to start by grabbing the unstripped mission files here.

  5. #5
    Member
    Registered: Jul 2015
    I believe I already have the unstripped mission files in my Thief 1/Gold and Thief 2 root directories. It comes with the games itself. I tested it and it works just fine without any errors or crashes as Dromed 1.26 Final should. But thanks anyway.

  6. #6
    Southquarter.com/fms
    Registered: Apr 2000
    Location: The Akkala Highlands
    The .mis files in your root directories are actually stripped, if you open them up in Dromed, you'll see there are no brushes. You can play the missions, but won't be able to inspect or edit the geometry.

    I do think though that for either TG or T2, the unstripped versions might be on the 2nd disc under an /extras folder or something like that. In that case you'd have to copy them over to your PC manually.

  7. #7
    Member
    Registered: Jul 2015
    Oh I see, thank you. I didn't know that. Or maybe I forgot. I'll download the stripped mission files then. Yeah, it's in the GOODIES folder in the Thief 1/Gold root directory.

  8. #8
    Member
    Registered: Oct 2004
    Location: Ireland/Poland
    The general approach for building mansion type levels is:
    - large air brush(es) to carve out the space for entire level
    - solid brushes to block out the main shape of the building
    - air brushes for rooms / corridors / doors and windows as needed
    - finer architectural details for things like staircases, detailed pillars, balconies etc.
    This order of brushes is important as it affects the final complexity of generated world geometry, during portalization process.
    You also want to start with higher grid settings (16) and gradually working towards lower ones (12 or 11 - never less than that) , to keep things manageable and prevent unnecessary details, causing performance issue or simply errors during portalization.

    If you have some floor plans for your mansion, you can use the viewport background image feature of New Dark to have a visual reference for the size and layout right in the viewport. Do a search on this function for more details.
    Last edited by PinkDot; 3rd May 2019 at 18:13.

  9. #9
    Member
    Registered: May 2002
    Location: Texas
    IIRC the unstripped missions from T2 are in a folder called 'missions' on one of the disks. If you want to play them you will need to optimize, room brush and pathfind each one you use. I think all you need to do is run pathfinding but it wouldn't hurt to process everything.

    One thing I started doing is I space my floors so that there are 12 dromed units between the floor of one story to the floor of the next story above. This allows steps that are .75 units to fit evenly as 12 is divisable by .75 16 times. This also allows for 10 unit high rooms and a reasonable space between first and second stories. A good stair step size is 1 unit deep by .75 high. Width can vary to however wide you want your stairs to be. This is just my suggestion but you can use whatever you like.

  10. #10
    Member
    Registered: Jul 2015
    Cool, thanks! This is very helpful and also I want to build a fortress/castle as well since they do use the same similar setup. I'm a big fan of mansion/estate/fortress/castle/bank/museum missions that It's very addicting once I start to construct every detail of it. Wish me luck! As far for building a multiple story building in general for example a 3 story mansion. I have not learned how to build something like that yet, only a one-story structure.

  11. #11
    Member
    Registered: Oct 2017
    I always draw the layout of my mansions/important buildings before I start carving rooms and hallways inside of them. Properly size these things and plan things out.

    Good luck!

  12. #12
    Member
    Registered: Jul 2015
    That's a great idea. It could make building easier that way without trying to spend hours and hours trying to figure out how to make something look awesome. I forgot to ask this question on the last post, how do I get the viewport background image feature of New Dark to work? I Googled it on the web and there's nothing posted on the TTLG site about it.

  13. #13
    Member
    Registered: Mar 2015
    Information about those commands is included with the NewDark documention, specifically in the file "new_commands.txt".
    Code:
    set_bg_image             : set viewport BG image (d3d disp provider)
    reset_bg_images          : reset viewport BG image settings (d3d disp provider)
    show_bg_images           : globally enabled/disable drawing of viewport BG images, -1 toggles (d3d disp provider)

  14. #14
    Member
    Registered: Jul 2015
    Cool, I found the code in the txt file. Now how do I enable it if it's already uncommented?

  15. #15
    Member
    Registered: Mar 2015
    These aren't launch arguments like what is seen in cam_ext.cfg, these are DromEd commands, which need to be entered in the DromEd command box.

  16. #16
    Member
    Registered: Jul 2015
    Thanks, glad to know. I'll try this out.

  17. #17
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    There could be semi-secret passages for the servants to directly get to parts of the house without getting in the way of the owners. From the servants' side they'd be obvious. From the owners' side they'd be subtle (but not completely invisible like in Casing/Masks).

    A secret room could be hinted at by 4 windows with distinctive shapes, e.g. arched, being visible from the outside but only 3 being visible from the inside.
    Last edited by R Soul; 4th May 2019 at 14:00.

  18. #18
    Member
    Registered: Jul 2015
    Cool, well once I'm done building and finalizing my mansion/estate mission. I'll work on the AI after I get everything I want in my level looking good.

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