https://www.ttlg.com/forums/showthread.php?t=148683 - There's going to be so many chunks and debris that any advantage of quick placement and locking things into place, cloning objects, will help a lot. It is going to be tedious to do the debris and vegetation at different angles to feel visually natural.
Oops yes you're right. I think before I could get far, I was having fainting spells watching all those brushes moving hahaWe do not use Dromed at this point. Dromed is only used for portalization + other build related stuff and then game mode. We built our own environment totally from scratch and we can forget about multibrushes. You surely have to watch all other videos at this pointor at least the latest one
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Thanks! And yes, that's right, to cover our bases for irregular places because unlike one air cube to Shift+Insert you have to manually place many room brushes to fill out such areas.I like this idea very much. I think I will put this into our backlog now. By "tesselating room brushes" you mean to cover up irregular places with staircase-like setup of roombrushes, right?
The other benefit I was hoping for was to auto generate even for regular box air brushes; to still be able to select an area (volume) in total to auto room brush at once.
This will save a lot of time, and it could detect to do this for what is the air spaces. But, you don't want the outside of the city walls where the player doesn't go, so let the user select area volumes to auto air brush.
Anyway, once again, amazing project. I often wondered if this was possible but dismissed it as a pipe dream.