=================================================================================== Using Multibrushes, By Jason Otto 5/28/06 =================================================================================== Introduction: The multibrush is one of the most powerful tools in the Thief tool box, it is also one of the most misunderstood and feared. Many argue that you shouldn't use the multibrush because it can lead to a variety of errors include the splitportal and clipalloc error. This view is wrong if the brush is used correctly. The multibrush is a collection of brushes that can be manipulated as a whole. =================================================================================== Creating Multibrushes: There are two methods for creating multibrushes, both work and depend on what you want to work with. Area Brushing: Create an area brush. manipulate the area brush so it surrounds the piece of the mission you wish to work with as a multibrush. In the menu at the bottom center of the DromEd window select "Me Only". The brush will turn yellow indicating that it is a multibrush now. Shift Selecting: After selecting a single brush, hold the shift key, as you select more brushes they are added to the multibrush, the brushes can be selected in either the wireframe windows or the 3d preview window. A brush can be deselected by holding shift and selecting it as well. This may be useful to remove brushes from the group if it was created with an area brush. =================================================================================== Importing/Exporting a Brush: Once a multibrush is created you can save it for later use. Using Komags menus select multibrush>save group. Brushes can be loaded using multibrush>load group. =================================================================================== Manipulating brushes: There are two ways of manipulating brushes, you can enter exact numbers in the x,y,z coordinates, or drag the brush, additionally the brush can be rotated by entering h,p,b values or holding the alt key. In either case once the brush as been placed it should be snapped. Multibrushes do not snap to the grid and a lot of problems can occur if they are not snapped. First deselet the brush by picking any brush not associated with the multibrush. Next change the grid size to 14. Then type the comman hilight_check_snap into the command box. All brushes not snapped to grid 14 are hilighted yellow, including brush that may be outside a currently active area brush. Now change the grid to 12. Type the command hilight_do_snap to snap the brushes to a grid of 12. This will prevent brushes in the multibrush smaller than grid 14 from being resized as they are snapped. Now type hilight_clear to deselect the hilight brushes. Save the mission with a new name and attempt to portalize/optimize it. If the brush was rotated you may have to snap it for rotation, these commands are hilight_check_snap 1, hilight_do_snap 1 and hilight_clear. =================================================================================== The Effect: Viola, you have a new piece of brush work that has been quickly added or moved. You can even multibrush in pieces of different missions to create something. Bits of the mansion from Blackmail and Casing the Joint can become the basis of a new mansion. =================================================================================== Application: Moving terrain features quickly, adding terrain features from other missions, making copies of terrain features quickly, repetative pillars or steps. =================================================================================== Other Issues: Textures are a big mess in multibrushing. When things are moved the texture are likely to get misaligned, you'll likely have to realign all the textures after moving a brush. Brushes from other missions or even older version of your mission will appear with all the wrong textures. The multibrush "knows" its texture palette, not the current one, textures are numbers, so if the multibrush wants texture 1 it with select the current texture 1 to fill the spot, even if its a different texture altogether. You can attempt to match the palettes before saving the brush, but its a difficult trick. It is also possible to import mulitbrushes from Thief: The Dark Project (or Gold) into Thief 2. This is easiest if you forget about the textures. In DromEd 1 for Thief 1 use the "Remove From Level" command for each texture, when all the textures are gone save the mission as a .cow file. This can be reopened in DromEd 2 for Thief 2. Now you can work with it. Its easier to dump the textures because for the most part Thief 2 textures are better and you would retexture it anyway. If you wish to preserve the textures there is a tutorial available at the link below. http://www.thief-thecircle.com/dromed/displaysubject.asp?titleID=69&title=Dromed%201%20to%202%20Conversion&sub=Miscellaneous