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Thread: Resizing a lot of architecture

  1. #1
    Registered: Sep 1999
    Location: Portland, OR

    Resizing a lot of architecture

    As I build along, I'm becoming afraid that I've started at the wrong scale.

    As you know you can multibrush-me using an area brush, but resizing is disastrous. If it could only be corner-anchored resizing, it might work, vs the center anchor if that makes sense. Does anyone know any tricks to do a corner anchor resize?

  2. #2
    Registered: Apr 2011
    The anchor for a multibrush is the center of whichever brush within it is selected. Create a marker at your corner point (use the GFH to be sure it's exactly on grid, and set its size to 1x1x1 for good measure). Then make your multibrush selection, and shift+click the marker to include and select it. Then your resize will use the marker's center as the anchor.

    Regardless of the anchor you use, you should probably snap all the brushes you resized back to as large a grid size as you can for the geometry.

  3. #3
    Registered: Sep 2000
    Location: Lexington, KY
    Sounds like a lot of headaches waiting to happen, perhaps you could mess with the player and AI size to balance the scale?

  4. #4
    Registered: Sep 1999
    Location: Portland, OR
    Thank you everyone for the awesome suggestions!

    The truth is, I started to become upset at how I modeled the front door of Mothe-Chandeniers after the real one, and of course because I want the place not cramped, and more vertical gameplay fun, the handle was way above Garrett's reach.

    I started to have a internal fight, like maybe I should have been less say, 2x scale and more like 1.5x scale. And I felt like I revved up fans of the chateau way too much, so making it more to scale, became more pressure to please them.
    But you know what? I gotta let this anger go, and leave the place big. It's really for you guys, not them, and if I just make the doors large barn like doors, with sliding lock, and handle at waist level, it should be fine as I've seen other Chateaus have this way. It's for a large carriage to pass through. The shape of the clock area is extremely hard to reproduce at smaller grid sizes. And I don't want to mess with Garrett's size. It can get really weird fast.

    Finally the other doors are small as hell anyway. So they will come out almost normal. And it's so dilapidated, most the areas are gone, so you really can't get a feel for what scale, you should expect. You'll just assume it was a castle, which is fine. Whew... thanks for listening...
    Last edited by gamophyte; 10th Nov 2018 at 22:41.

  5. #5
    New Member
    Registered: Jan 2015
    This may not be the answer you were hoping for, but I encountered the same problem in rebuilding a real house myself - the door handles were above Garrett's eyeline. I bodged that particular issue by slightly shortening the doors, and adding in a 2-unit horizontal window into the top of the doorframe. This preserved the overall size and visual impact of the doorway, while allowing the interactive objects themselves to be better scaled to the player.
    I'm not even close to being an expert in Dromed, but I've found, as you have, that the scales are difficult to judge sometimes.

    The only other tip I'd have for the future is to always drop an npc and a couple pieces of furniture into every room as you're making it. An empty room always seems somehow smaller and more cramped from the player's perspective, but as soon as you add some clutter it suddenly looks almost too big. It seems to be a fine line to tread.

  6. #6
    Registered: Sep 1999
    Location: Portland, OR
    Just wanted to say thanks Vfig! I love the achor trick!!
    I was able to make a crate (easy to see) .05, .05, .05 and fit over my henge knut,
    and perfectly rotated my static door from that point. This saved me such a headache!

  7. #7
    Registered: May 2002
    Location: Texas
    One thing you can do if you need to resize doors is to resize them in Anim8or and then move the handles & joints back down to a reasonable height above the floor. If you don't resize the door on both height and width to maintain the same height to width ratio the texture will look stretched.

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