"Importing" Thief 2 to Thief 3. - by massimilianogoi
Beleg Cúthalion on 20/2/2009 at 13:03
Quote Posted by massimilianogoi
Explain to me this thing. I have used no script nor patrol routes. I just worked on animations tag and weapon loadout. Maybe you meaned of your works?
I was talking about the latest DarkMod demo which nobody called stupid (simply because it's just a demo) giving a side-blow to gunsmoke who sounded like he assumed you meant it serious to put a robot into Southquarter.
massimilianogoi on 20/2/2009 at 13:10
Quote Posted by Beleg Cúthalion
I was talking about the latest DarkMod demo which nobody called stupid (simply because it's just a demo) giving a side-blow to gunsmoke who sounded like he assumed you meant it serious to put a robot into Southquarter.
haha :laff:
I was not informed he was involved in that project
Springheel on 21/2/2009 at 12:22
He's not.
Corridor on 26/2/2009 at 07:44
Um, speaking as someone who hasn't really posted much on this forum, I'd be pretty happy to see a well-written Thief game with TDS graphics... but are the levels/missions/whatever still going to be chopped up into tiny sub-areas? Are the rooms and all that still going to be the same sizes and dimensions and layouts and stuff? Cos everything being so freaking tiny and segregated was one of the worst things about TDS.
Apologies if the answers are in the videos, my interwebs are capped at the moment and I can't view 'em.
Petike the Taffer on 26/2/2009 at 08:35
Quote Posted by Corridor
Um, speaking as someone who hasn't really posted much on this forum, I'd be pretty happy to see a well-written Thief game with TDS graphics... but are the levels/missions/whatever still going to be chopped up into tiny sub-areas? Are the rooms and all that still going to be the same sizes and dimensions and layouts and stuff? Cos everything being so freaking tiny and segregated was one of the worst things about TDS.
Play one of the existing TDS FMs. A lot of them are truely huge (e. g. "The Valley"), some even bordering the expansiveness of TMA levels. The TDS engine really can render these long and large missions flawlessly. The only reason why the levels from the original game (especially the city districts) had to be chopped down into relatively small areas, was the port for the XBox.
massimilianogoi on 26/2/2009 at 17:02
Exactly.
My mission will have a very, very large map. It's the only thing I can tell now. Anything other is a secret.
Corridor on 27/2/2009 at 06:35
Quote Posted by Petike the Taffer
The only reason why the levels from the original game (especially the city districts) had to be chopped down into relatively small areas, was the port for the XBox.
Oh goody.
Man, seems like nearly every problem I had with TDS can be explained away by "was for Xbox". Just think, if it'd been a purely-for-PC game I'd only have to put up with awful plot and dialogue! Eat a dick, Microsoft. Update your hardware already.
Petike the Taffer on 27/2/2009 at 15:12
Quote Posted by Corridor
Oh goody.
Man, seems like nearly every problem I had with TDS can be explained away by "was for Xbox". Just think, if it'd been a purely-for-PC game I'd only have to put up with awful plot and dialogue! Eat a dick, Microsoft. Update your hardware already.
Well, opinions vary... :angel:
You're right about the Microsoft part, though... ;)
massimilianogoi on 7/3/2009 at 15:27
I noticed that the mesh of the mechanist cam, in the obj.crf file, is subdivided in more parts.. Could someone more skilled than me in polygon editing to unify all the parts and make the camera an unique mesh? I used bintoe.exe and eto3ds.exe Shadowspawn's utilities to convert the bin files in .3ds format.
The names are:
CAMERA01.bin
CAMERA02.bin
CAMERA03.bin
CAMERA04.bin
massimilianogoi on 11/3/2009 at 00:53
I see everybodey interested to help me... :sweat:
Speech and new animations added to the combot: (
http://www.youtube.com/watch?v=LdAMmdhVWTQ) http://www.youtube.com/watch?v=LdAMmdhVWTQ