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hello and welcome to my tutorial for thief 2 dromed one point nineteen
this is the unofficially patched version of dromed 2
and this video
will explain the interface of dromed
so you can get accustomed to the interface
so first you will notice that there are four little boxes here, or windows
the top left is the three-d view
and this basically shows you
what objects there are in the mission that you've loaded
the top view
so you can see everything
as a wireframe view from the top
a front
and a right
now you can change how these are laid out one way to do that is
hold down the left mouse button
in the very center
and drag around
you can resize the windows
now if you wanted to go back you can just
click there again and drag or
you can go to VIEW
and do
re center dividers
that will reset it back to the center
now you also notice
that you can change the layout as well
so the default is to two by two which you can also do one left, three right
one top three bottom
and of course you can go back to two by two
i typically use two by two just because it has an equalized view of all
windows
and should i want to be a bigger window
like say i want to navigate around within the world
i just right click, hold down the right mouse button
and select "solo view"
that way if i am wanting to navigate around it's a lot easier to see what i'm doing
now if you right click again
hold down the right mouse button
you have these different options and of course
un solo to go back
you'll notice here there's wire frame brushes
solid world, solid plus selection, and solid plus all wire frame
I typically use solid plus selection
that basically means that all objects in the scene will look...
you'll see everything with their textures applied and everything
like if you were actually playing the game
and plus selection basically that just means that whatever object you've
selected in one of the other views
will have a
wire frame box around it
let's go ahead and open up a mission
i'm going to go ahead and open up
the Ambush mission
you will also notice in the bottom
of the dromed window
it tells you the name of the mis file the mission file
and to the right of that is where the game sys lies
in this case it's not using any custom gamesys so it's just dark dot gam
and then of course you have your
time and the bottom right hand corner and then what you
what kind of, like information in the middle and "load successful" here in this
case
or if i selected object you'll say select
selected object brush
now let's go ahead and talk about the command-line box
that is this thing in the bottom right hand corner of the screen
this allows you to type in commands like
toggle lighting
you'll notice that now the three-d_ view is much brighter
this is just a handy way of making your scene
fullbright that way when you're editing you can see better what you're
doing without having to worry about
the lighting as it would be in the game
now of course if u are wanting to see how the lighting is going to look
you don't want to keep this on
so
i'm going to turn
toggle_lighting back off
you'll notice that i put in toggle underscore lighting and not light
underscore bright the reason this is is because in dromed one point nineteen
they've replaced light underscore bright
with toggle lighting
if you don't like typing in commands of course there are the
the drop downs
so
in this case i would go to view
and at the very top "toggle lighting"
now you may notice here
I'll scroll through all of these
lists here you'll notice that there's some new options
so in one point nineteen there is the inclusion of the menus dot c f g...
a new version of that
that has custom commands
for the drop downs
and
one point nineteen did not come with
the dromed toolkit which is a separate download that you'll need it if
you want to
have all of these functioning
the at one point nineteen patch
instructions assume that you've already installed rahman toolkit
or at least will ask you to do that
and there's some really useful commands and hear and also with the drama tool
kit you get
the hotkeys for
uh... commonly used
editor windows like for example if you give f five you'll get the object
hierarchy
which that brings up the
all of the objects within the entire thief
uh...
resources folder
next let's talk about the bottom left-hand corner of
the drama d
interface
so you'll notice x_y_z_ h_p_ be d_w_ h
so quote me select
first i'm going to turn on pablo lighting
and by the way you'll notice that i'm moving without using the mouse i'm using
w to move forward
as to look left
do you look right and x
x to go backwards
so i'm going to select the sheriff's card right here
and i'm going to hold down the left mouse button on the tax
you'll see that he's moved along the x-axis
so you can imagine that the why would do for the why and zeroed go up and down
which it does
now if you hit
for me
because i move this character copies not sitting on the ground anymore and i
could just go down here
and try to fiddle with it and get it back to where was
but it would be easier if i just put me in floor if i just click for me
so there you go now he's back
the snow and rain onto the ground there
now you can also fine tune this by using the arrows
or typing in a number
and hitting enter
now you're probably wondering what dates p_b_s_ for these are the rotations
settings for an object that you have selected
so for example if i hold down at the candidates
that will rotate him
left or right
then if you use p
battle rotate them are pinned down
diffused b
uh... rotating them
left or right along the
require says
and of course you can type in here values like two seventy
it
to the right of that is deet w page and this has to do with the sizing of an
object
so to demonstrate
i'm going to selected this lamp here
the street lamp
we go ahead and maximize the view
okay
now
i will try changing the devalue
let's set this to five and see what happens
you don't see much of a change when we do something more dramatic like
fifteen
you'll notice that the street lamp now has a very i've dimension it's sort of
hits fatter now
so that's the death
then you've got w which you can imagine would be with
which it is
so i can scale it like this
and then of course features for high-end
and then
you'll notice here
that we've got properties
links
for me class
and update
i'm not sure what update does actually but
though most use tools here are going to be properties class for me and links
so properties that just brings up all the properties of the currently selected
object so in this case i've selected the street lamp
and it's got an object idea of two twenty by the way that's what the print
the seas to twenty years
and that is useful for say you're trying to find an object in the scene
and
you don't want to have to
use w_a_s_p_ to get all the way over to the object
so you can just do
find underscore object
and the command line
like this
q_-twenty
or you can go up to do you
find object
and typing to twenty
inhaler
and there you go
and it would select this object
that's not enough that only selects the object if you want to teleport over to
it you can do that
by going to
camera to object
or hitting f eight
if you have the drama toolkit selected
i mean installed
so it
tell courtney wright to that object let's let's make a little more obvious
so it's a i'm over here
i don't feel like
going all the way back over there
let me select some other object
i remember that it's two twenty so i'm gonna hit f three
for fine underscore object
and type two twenty
selected the object now i'm going to hit f date
and there you go
right back to the object
okay let's talk about
links now
winks allow you to set up
uh...
basically
sort of like script
setting things up between two objects so
like in this case you've got
particle attachment links
so basically this
lamp post
has some particle attachments
attached to the object
and you can add things in here like
for example
using in
you can add in here for example
control device
control device is one of the most common
winks
used in drama
and this
basically allows you to
uh... cause some sort of a bit to happen
so say you
donna control device link
from a button
or something like that whatever the number might be
and you're wanting it
too
open the door
for example
let's just a door whatever that is
now i just made this up because i didn't actually have a button already placed
and adore to attach to
the ideas that you have
the from
and the two
setup
and you don't want this told the
grade you don't want this selected
that basically does the reverse
so would select
use the two
he would basically reversed the but anyway so you have from from
this to this
and
that will basically set it up
to tell the game that you want
the button
to activate the door
so when you hit the button
the door will open
so that's just the example that control the vice link
and we also have like for example any i control
which is a way to set up trolling options for unite within the scene
so that's just a little bit about the links
now let's talk about class
simona select this sheriff's guard right here
and i'm going to hit
class
so that brings up the object hierarchy
now that i'm in the object hierarchy you can see
its elected this year's card already for me
and it shows that he's under the archetype of cops
under grunts under swords and an honor guard
and then furthermore under human
and then under animal
so it basically breaks you down you can see where that cop lives with what
archetypes he's under
or what class he is
so either cop so he's under
the cops hired
that's just a quick way
too
find you know if you want to select saying another
that's just a quick way to do it the other wise you'd have to go to either
by three
and type in cops
and bring that up
that's another way of getting there
or you would have to go up to
editors
and click on object hierarchy
and you have to manually search for whatever it is that you're looking for
so classes just uh... nice little for a cut
now let's say you find this a little overwhelming there's a lot of stuff on
the screen here
and you're trying to find a specific object
you can go over here to where it says filter
click on that left click
and then you can
filter
the stuff that you don't want to see
so now i just got objects selected which makes it a lot needs here too
to uh... browse look through all bob jackson seen
and of course
i can turn objects pop
and just look at the terrain
now that you may have noticed
if you are somewhat familiar with drama it at all
or even if you're not
which of course this is uh... better this is may made for people who are in
neutered rahman
you'll notice that
their is the blue boxes barbed wire frame brushes here
represent the terrain
well in the original
missions
the regional file of this
mission file
was
stripped
so in that version of the file they did not show the blue
you only saw the red in the yellow and whatever
you didn't see these
the reason why you're seeing them in this version is because
on the thief tedious
there was
zip file that had all of the un stripped versions of the missions
and of course that's a lot better to use if you want him
modifying the original missions
and i wanted to have that so i went ahead and got the on strict
uh... ambush
so anyway just thought i would mention that
and you can also clone objects so you see there's a clone right here
and that brings in the exact same copy of this sheriff
so that way you don't have to go back to object karti in finding out director
whatever
and it's just me here waitin
move things around in the scene
peeping setup
so that's the basics of the drama to interface
let's
one more thing let's talk about
the texture palate
so you can hit f seven where you can go to editors
and in one point nineteen
pallet has been greatly enhance its got this nice new window
it gives you
it's a lot easier to see the different textures
and browse them
and it's got a little information like the size of the texture and the name of
the texture
file
and you can filter
for whatever it is you're looking for so if i want
coroner score one textures
is do that
and now it's only showing the
so the texture polly you'll you'll be using for when you want us
uh... protections onto
uh... solid brushes
and a solid brushes basically what that is a slight the
uh...
the terrain in this mission
so i've selected
this solid right here
and at the bottom a disney options for like the face
so if i select
see here
okay there we go with the east
ike and scroll through the textures you can see in changing their
f seven groups
i can hit at seven
and browse for texture
double click on it
and there you go
and now supplied texture the fiftieth texture within the
hierarchy of textures in the palate
to this
phase
that concludes the basics of the drum interface
and i hope this was helpful
thanks for watching