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Suggestion: Building tips/guidelines list

 
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Hellcow



Joined: 17 Jan 2007
Posts: 100
Location: Denmark

PostPosted: Wed Feb 28, 2007 9:39 am    Post subject: Suggestion: Building tips/guidelines list Reply with quote

Since the website is about the use of the toolset, perhaps a list with short advices for generel building would be a nice addiction (especially for toolset newbies)?

Yes? No? I'll gladly post a few ideas for tips if it is of interest. Smile
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Kazgoroth
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Joined: 01 May 2006
Posts: 478

PostPosted: Wed Feb 28, 2007 11:28 am    Post subject: Reply with quote

Good idea....Check out my PM Smile
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Hellcow



Joined: 17 Jan 2007
Posts: 100
Location: Denmark

PostPosted: Wed Feb 28, 2007 10:35 pm    Post subject: Reply with quote

I'll start then, if anyone has any tips to add do post below.

1. Crate the basic shape of your terrain before you begin on anything else. The eyedropper and the flattener are your friend when it comes to adjusting the terrain for the placeables you want.

2. To erase a colour you have painted on the terrain; repaint it white.

3. Convert all placeables that won’t be used for something important to environmental objects. These take up less memory than the normal placeables. Remember to cut walk mesh out around them, else you can walk through them.

4. If your interior is clouded by fog make sure you have sat the properties to interior. Sometimes setting directional light to true will blacken the area appropriately else set all fog and lightning to black under the [Default] option in your Area Properties.

5. Grass adds majorly to the area size, use it sparingly.

6. Placeables with -{TINT}- afterwards can usually be coloured. Use this option to create variety in your placeables. Scaling is also good for creating variety.

7. Descriptions add flavour to your areas. I've found that making a placeable useable and simply put the description in the name field works best because it takes fairly long engine-wise get the description screen up and therefor most players won't bother with it.

8. If you do not want to bother with plugins weather effects such as snow and rain can be found under the visual options for Placed Effects.

Rain: fx_rain_light
Snow: fx_frost_fog

9. Completely flat areas/road can easily become boring; make them a little bumpy to give them flavour. The "noise" effect is good for this, smoothe it our a little afterwards. When you create paths or roads try and use the ‘Lower’ tool sat to 20 % to make the roads seem worn by having them a little lower than your outer terrain.

10. Mix texturing: Picking one base texture and two or more flavour textures give good results, change your pressure between the textures to they mix together nicely instead of making sharp edges.

11. The raise tool combined with the smooth tool is wonderful for creating realistic feeling cliffs.

12. When it comes to trees it is recommended not to use more than five seeds of each tree sort per area. Anything more than 5 seeds can create a massive system drain.

13. To place windows in an interior area: Look at the variate colum on your tiles. If the number is more than one it means the certain tile has more than one variety, some of these varities have windows in them. Select the tile, move your cursor over your area and use the arrow keys to scroll through the varieties before you place the tile.
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Kazgoroth
Site Admin


Joined: 01 May 2006
Posts: 478

PostPosted: Thu Mar 01, 2007 7:08 am    Post subject: Reply with quote

Thats most of mine listed Razz

14. Make use of prefabs or if you create a nice bunch of placeables together convert them into a prefab for later on. The more prefabs you have then the easier it will be to make areas.

15. When starting to work on interiors make sure Has Directional Light set to True. This will make the area alot lighter so you can see what you are doing. When you are finished with the area set it back to false.

16. Do you rugs disappear or look funny when you place them? Look at the properties of the rug and the field Position No Snap. Set the last number to 0.01.

17. Do not forget to Scale. Best example I can give is paintings. Hang any painting to a wall and change the first and last digits of the Scale field. For example 1.5, 1, 1.5.

18. Make use of colors when painting your textures. Use of Blacks, Greys and Browns give a more grubby, dirty more worn in look to your exteriors.


Will add as I think of more.


Last edited by Kazgoroth on Sun Mar 04, 2007 12:59 pm; edited 2 times in total
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Hellcow



Joined: 17 Jan 2007
Posts: 100
Location: Denmark

PostPosted: Thu Mar 01, 2007 8:16 am    Post subject: Reply with quote

Here's a few more: Smile

19. Hotkeys make your life easier:
CTRL + Shift + Left Click up/down = Move your center up/down
CTRL + Click = Move around the map.

While having placeables selected:
ALT + Left click dragging up/down = Adjust height
Shift + Right Click moving left/right = Spinning the selected object.

20. Be careful with the use of point light; they look good but because of shadow calculation they can become a system drain. A good thumb rule is never have a tile or object be affected by more than three lights. If you have directional light turned on, this counts as one.

21. To refer the ga_ or gc_ scripts to a PC as Target, use: $PC

22. Remember to rebake your area before testing it, each time you have changed terrain, walkmeshes or textures.
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Hellcow



Joined: 17 Jan 2007
Posts: 100
Location: Denmark

PostPosted: Mon Mar 05, 2007 9:24 am    Post subject: Reply with quote

As it doesn't seem there are more who intend to add to this at this time, I'll compile it into one list and email it to you.

Btw. I also mailed a possible addition to the waterfal tutorial. It shows a different way to do waterfalls in the toolset without plug-ins.
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Kazgoroth
Site Admin


Joined: 01 May 2006
Posts: 478

PostPosted: Mon Mar 05, 2007 11:25 am    Post subject: Reply with quote

I have emailed back on both counts Smile Could just stick a page up for general tips and make it a working page, just add when new tips come in.
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