spiderman92 on 20/7/2013 at 21:08
Hi , folks
I have searched in many tutorials, but many link was gone.
1*I would like to know if anyone knows please explain to me how to import items from another mission.
for example I've seen some beautiful lamps in a fm, how can I retrieve that object?
Please explain step by step how to insert new items in the items Hierarchy?
2* spotlight, the most I can give, maximum 200? how give a specific colour to the spotlight?
3*is possible create a transparent solid surface, as if it were glass, without using mesh?
Maybe using a transparent texture? (this is important for me)
Thanks alot :)
gigagooga on 20/7/2013 at 22:12
1. how i would do it:
open that fm in DromEd and find the object in it, then open its properties and check what its model name is, lets say the name is "nameX". Next go to fms obj folder (assuming fm is still unzipped) and find "nameX.bin" file. Copy it and then open it in notepad. Somewhere near the beginning of the random letters it should say the names and formats of the textures the object uses (be careful not to add anything in the text file), then go to fms obj -> txt16 folder and find the textures the object uses. Now when you have copied all the files out of the fm you can add them to your own fms obj and txt16 folder.
2. Only up to 200? I tried it and i was able to go up to 999999 atleast :p
For the colour: Add -> Renderer -> LightColor
"hue" is the color on rgb (0.00 red 0.35 greenish 0.70 blue)
"saturation" is how colorfull the color is (1.00 colorfull 0.00 colorless)
3. Creating transparent surfaces out of brushes doesn't seem very practical to me (if possible at all). I recommend using object as it's alot easier and can be done also without transparent texture, by adding property Add -> Renderer -> Transparency (alpha) to the object itself
(0.00 = invisible 1.00 = visible)
Ricebug on 20/7/2013 at 22:29
METHOD 1To import and use a custom AI or object, first identify it. You will have to unzip or install the mission that contains the object you want. It's best if you create separate Thief2 folders. Never use your original Thief 2 folder for Dromed work, only for testing. Each working folder should have all of the files (except for the RES folder) that a normal Thief2 install has.
Here's a sunflower:
Inline Image:
http://www.ricebug.org/temp/sun1.pngOnce you click on the sunflower, press F6 and look in the tree for the object's shape. In this case, 'sunflower.'
Inline Image:
http://www.ricebug.org/temp/sun2.pngNow, copy that object (sunflower.bin) from the obj folder where you unzipped the other person's mission. Paste
sunflower.bin into YOUR obj folder where YOUR mission is located.
To find out what textures need to go with an object, double-click on sunflower.bin and open it up in NotePad, EditPad, etc. Near the top of the file you'll see several texture names.
Inline Image:
http://www.ricebug.org/temp/sun4.pngThose textures are located in the obj/txt16 folder. Again, copy them into YOUR obj/txt16 folder.
Now that you've got the object and its textures, go into Dromed, press F5, and ADD the custom object to wherever you want. Since the flower is vegetation, I chose to put it there.
Inline Image:
http://www.ricebug.org/temp/sun3.pngOpen up two copies of Dromed (one for your mission and one for the other person's) and Alt-Tab back and forth to copy the settings. Once you've done that go to
File/Save Gamesys, and save it with its own unique name.
METHOD 2if you don't want to mess with a custom gamesys, do this:
* Copy the sunflower.bin and its textures into your mission folder, same as before.
* Go into the mission and place a table object. (You can use anything, but keep it simple.)
* Press F6, press
ADD, go to
Shape, Model Name, and enter
sunflower. You don't need to add the .bin extension.
* The table will instantly turn into a sunflower. You DO NOT need to save the gamesys for this method. You WILL have to change the object's dimensions, etc, especially if you're importing and replacing door objects.
The last thing you need to do is write down the name of the object and the person who created it so that they can receive the appropriate credit.
spiderman92 on 22/7/2013 at 14:21
Hi , thanks gigag, and rivebug , Normally I don't take objects made by other people for FanMissions made for Swat4 or for Unreal Tournament t2004
but I've seen around well-made objects. I decided to use those!
Thanks a lot
Xorak on 22/7/2013 at 22:22
Here's something to keep in mind also when giving a new model name to an existing object: use an existing object that matches the properties of the new object. What I mean is that if you're new, imported object is a piece of fancy wood, use an existing wood object (my personal favorite is the wooden bullseye object because rope arrows are already set to work with it). Or if your new object is a metal beam, use a metal object. Match stone with stone, curtains with curtains, etc. It makes your life a lot easier in the end.
The Watcher on 23/7/2013 at 11:30
Quote Posted by gigagooga
2. Only up to 200? I tried it and i was able to go up to 999999 atleast :p
The light brightness property is a signed float, so theoretically the range of values you can use for brightness are -3.4*10^38 through to 3.4*10^38. Realistically, you're never really going to want to use a fraction of that range.