v1.2.2
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DromEd Level Editor Developer Textures Kit
I'm currently working on a new open source project called DromEd Level Editor Developer Textures Kit (dledtk) which makes easier to build fan missions in DromEd level editor. This is a modular developer textures kit for building fast, clean, and easy brushes in DromEd/ShockEd level editor for Dark Engine video games.
Version 1.2.2 (2017.12.28) - 222 textures
Download: https://github.com/jonathanlinat/dledtk/releases/latest
Installation and usage: https://github.com/jonathanlinat/dle...ster/README.md
What's new?
This set has now 222 textures (+58): 1x1, 1x2, 1x4, 1x8; 2x1, 2x2, 2x4, 2x8; 4x1, 4x2, 4x4, 4x8; 8x1, 8x2, 8x4, 8x8 + Material Design colored ones + 4 special ones.
- Fixed wrong Jorge texture scale.
- Updated README.
See the README to get more details.
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Old releases
Version 1.2.1 (2017.12.28) - 222 textures
Download: https://github.com/jonathanlinat/dle...ses/tag/v1.2.1
Installation and usage: https://github.com/jonathanlinat/dle...ster/README.md
Version 1.2 (2017.12.28) - 222 textures
Download: https://github.com/jonathanlinat/dle...eases/tag/v1.2
Installation and usage: https://github.com/jonathanlinat/dle...ster/README.md
Version 1.1 (2017.03.24) - 164 textures
Download: https://github.com/jonathanlinat/dle...eases/tag/v1.1
Installation and usage: https://github.com/jonathanlinat/dle...ster/README.md
Version 1.0 (2017.03.22) - 155 textures
Download: https://github.com/jonathanlinat/dle...eases/tag/v1.0
Installation and usage: https://github.com/jonathanlinat/dle...ster/README.md
I will be really grateful if you could give me your feedback.
Regards.
Last edited by EnYB0La; 29th Dec 2017 at 02:06. Reason: New 1.2.2 version
Enhanced Thief Fan Missions Archive (ETFMA): [TTLG thread]
DromEd Level Editor Developer Textures Kit (DLETDK): [TTLG thread]
v1.2.2
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Last edited by EnYB0La; 28th Dec 2017 at 15:28.
Enhanced Thief Fan Missions Archive (ETFMA): [TTLG thread]
DromEd Level Editor Developer Textures Kit (DLETDK): [TTLG thread]
It looks very interesting, and I believe it has great potential. I am almost completely done with basic level design in my current mission so unfortunately I can't make use of it any more, but I'll certainly take a look at it in my next mission.![]()
Thanks Cavalorn.
I'm right working on new textures: numbered faces of a 8/16 sides cylinder, stairs handle, new 6 DromEd units textures... and many more. So stay tuned![]()
Last edited by EnYB0La; 19th Mar 2017 at 00:11. Reason: mispelled words
It looks promising for starters, although I've already made friends with Mr Jorge a long time ago![]()
Well, great question. Maybe I forgot to give more details. I'll try to explain why you should use this set of textures instead of Jorge and why it makes easier and faster to build your fan missions when you respect some basic design rules.
In my personal opinion, the bad way to create a fan mission is to have an idea, open the level editor and start to work. Most of the time, you will fail, take a lot of time to try to reproduce it or make something else which has no relation to your initial idea.
Designing a 3D level/fan mission is pretty much the same thing as designing a website or writing a book. You have to plan it and use a design/development process.
One of the steps of this process is wireframing your fan mission (ex. http://wireframesketcher.com/samples/YouTube.png): build your first rooms with brushes and giving a mid-fidelity look. This means implementing your design ideas into a clean formatted version of the 3D world. Wireframing properly gives to the level designer the ability to create DromEd units-based brushes and let him determine what elements work within the main design and which ones cause constraints that can impact the final experience. In other words, using these textures gives you a mid-fidelity aspect to your world. You can focus your attention to the functional/gameplay part of the fan mission and not the visual one, having an idea of how your 3D world could look like at the end of the building process.
Texturing your brushes should be done at the end of the design process. Jorge could be a good option to design brushes, but couldn't it be better to prototype your mission using a set of textures and sizes references than only one repeatedly used over and over, maybe, in order to share it with beta testers and create iterations with them to improve the final experience?
I designed 3D worlds with Source Engine. I used those kinds of textures in Valve Hammer Editor for years and they are pretty damn useful when you want to share your ideas in a way that non-level designers could understand.
Furthermore, you can pre-align your textures to their respective brush before applying the final ones without having to readjust the alignment units. This is why it should be much faster to design.
My goal is having something like this applied with DromEd: https://static5.gamespot.com/uploads...041110_039.jpg
Last edited by EnYB0La; 28th Dec 2017 at 15:00. Reason: Typos
Enhanced Thief Fan Missions Archive (ETFMA): [TTLG thread]
DromEd Level Editor Developer Textures Kit (DLETDK): [TTLG thread]
I actually tried to do it like that once... I came to conclusion that it's many times easier on my nerves to do the texturing right away after creating a brush :P
But wouldn't it still be faster to do it with the right texture? I mean, you could just put the designed texture there straight away and align with that?
I understand what you mean when you say "on my nerves" haha.
But well, frankly, as I said, the main purpose of this Starter Kit is to focus the level designer to plan the gameplay and the game environment, not the visual aspect of his fan mission which can be done at the end of the design process. And sometimes, I think it's a real pain to align the final textures when you can use this Starter Kit textures as references. I don't know, it has to be with my personal experience. You are free to use Jorge which I don't like at all.
Enhanced Thief Fan Missions Archive (ETFMA): [TTLG thread]
DromEd Level Editor Developer Textures Kit (DLETDK): [TTLG thread]
I get both sides here. Personally I've never used Jorge, I've always used what I though was the final texture when I built it - but in all honesty I often go back through and change the textures later, sometimes multiple times. Depending on the textures used and how well I planned it out, changing textures may or may not require realignment (usually not). I can see how an approach using the textures in this kit could help a lot though if you're able to build with them; I'm not sure I could get used to it though, I feel like I really need the textures to at least look like something when I build. I probably shouldn't say that before I've tried it, though.
Same here. I never use Jorge. I need the actual textures to get the feel of the space. It may not be as efficient this way, but as the old joke goes "What's a hog's time worth?" *
* The joke is about an Federal Agriculture Department agent who is holding a meeting with local hog farmers, expounding modern hog farming techniques. The AD agent finishes his presentation with "So you can see how by using these new practices the hogs will get fed in 20% less time." And one of those old hog farmers then quips "Yes, but after all what's a hog's time worth?"
Version 1.0 (2017.03.22)
I just released the initial release v1.0 which can be downloaded here: https://github.com/jonathanlinat/dledtk/releases/latest
See the README to get more details. There are now 155 textures: 1x1, 1x2, 1x4, 1x8; 2x1, 2x2, 2x4, 2x8; 4x1, 4x2, 4x4, 4x8; 8x1, 8x2, 8x4, 8x8 + 2 special ones.
Last edited by EnYB0La; 24th Mar 2017 at 17:22. Reason: Added my signature.
Enhanced Thief Fan Missions Archive (ETFMA): [TTLG thread]
DromEd Level Editor Developer Textures Kit (DLETDK): [TTLG thread]
Version 1.1 (2017.03.24)
I released the new version 1.1 which can be downloaded here: https://github.com/jonathanlinat/dledtk/releases/latest
What's new?
This set has now 164 textures (+9): 1x1, 1x2, 1x4, 1x8; 2x1, 2x2, 2x4, 2x8; 4x1, 4x2, 4x4, 4x8; 8x1, 8x2, 8x4, 8x8 + 3 special ones.
- New 1x1, 2x2, 4x4 and 8x8 Crate textures.
- New 8x4 Arch (16 sides) textures.
- New 4x2 Stairs textures.
- New special Water texture.
- Reworked 8x4 Stairs textures.
- Reworked 1x1 Transparent texture.
- Updated README file.
See the README to get more details.
Last edited by EnYB0La; 28th Dec 2017 at 10:14.
Enhanced Thief Fan Missions Archive (ETFMA): [TTLG thread]
DromEd Level Editor Developer Textures Kit (DLETDK): [TTLG thread]
Version 1.2 (2017.12.28)
I released the new version 1.2 which can be downloaded here: https://github.com/jonathanlinat/dledtk/releases/latest
What's new?
This set has now 222 textures (+58): 1x1, 1x2, 1x4, 1x8; 2x1, 2x2, 2x4, 2x8; 4x1, 4x2, 4x4, 4x8; 8x1, 8x2, 8x4, 8x8 + Material Design colored ones + 4 special ones.
- New 1x1 Material Design colored textures: one main and two shaded ones.
- New special Scale texture inspired by the DromEd 1 original one.
- Renamed some files to avoid importation crash in DromEd.
See the README to get more details.
Last edited by EnYB0La; 28th Dec 2017 at 10:14.
Enhanced Thief Fan Missions Archive (ETFMA): [TTLG thread]
DromEd Level Editor Developer Textures Kit (DLETDK): [TTLG thread]
Version 1.2.2 (2017.12.28)
I released the new version 1.2.2 which can be downloaded here: https://github.com/jonathanlinat/dledtk/releases/latest
What's new?
This set has now 222 textures (+58): 1x1, 1x2, 1x4, 1x8; 2x1, 2x2, 2x4, 2x8; 4x1, 4x2, 4x4, 4x8; 8x1, 8x2, 8x4, 8x8 + Material Design colored ones + 4 special ones.
- Updated README.
See the README to get more details.
Last edited by EnYB0La; 28th Dec 2017 at 13:45.
Enhanced Thief Fan Missions Archive (ETFMA): [TTLG thread]
DromEd Level Editor Developer Textures Kit (DLETDK): [TTLG thread]
Just added the complete textures palette: http://www.ttlg.com/forums/showthrea...=1#post2351531
Enhanced Thief Fan Missions Archive (ETFMA): [TTLG thread]
DromEd Level Editor Developer Textures Kit (DLETDK): [TTLG thread]
Hi!
(Sorry again for my english) Sheesh.
I have a strange problem whit this pack. The problem happen on my fm and in a test (fully new) mission.
After load a saved mission, jorge texture replace (only) all your textures. Family are corrected loaded (alt+t confirm), in object hierarchy there are no problem or missing textures, gamesys are correctly associated to the mis.
I think the main problem is that you have to save your mission as .cow file instead of .mis + .gam. Also, enter the command set_gamesys your-custom-gamesys-file.gam into the DromEd console, then reload the dledtk family into the Textures palette and finally save your mission as .cow. It should now work.
Last edited by EnYB0La; 30th Dec 2017 at 17:35.
Enhanced Thief Fan Missions Archive (ETFMA): [TTLG thread]
DromEd Level Editor Developer Textures Kit (DLETDK): [TTLG thread]
I'm not sure if it really happens only with my custom textures. I always do the same as I explained to you and I never have any issue. I'd really like to know if someone else who is reading this if he can test on his own computer and leave a feedback here.
Enhanced Thief Fan Missions Archive (ETFMA): [TTLG thread]
DromEd Level Editor Developer Textures Kit (DLETDK): [TTLG thread]
Can u please tell me if it works or not with a fresh installed NewDark game?
Enhanced Thief Fan Missions Archive (ETFMA): [TTLG thread]
DromEd Level Editor Developer Textures Kit (DLETDK): [TTLG thread]
Enhanced Thief Fan Missions Archive (ETFMA): [TTLG thread]
DromEd Level Editor Developer Textures Kit (DLETDK): [TTLG thread]
Absolutely usefull for me. I think texturing is one of the last step, so have only one family whit inside all the colors and sizes speed up the building process.
At the same time i have a basic idea of what will be the final appearance.
I use "the colors" even in the modelling software for the same reason.
I hope you understand what i means... my english is very bad. Sheesh...