Vae on 27/4/2013 at 03:35
That's really nice...Thanks, R Soul...:thumb:
john9818a on 28/4/2013 at 01:23
Very cool. Thanks Robin!!
AntiMatter_16 on 28/4/2013 at 20:54
In miss01.mis.dml, you have object 106 listed twice, and object 521 does not have the property added as it should. I recommend you change one of the entries for object 106 to 521. I'll edit this post if I find any other problems.
[Edit]
In dark.gam.dml, you have entered:
Quote:
//ham guard
+ObjProp -1434 "invlimbmodel" = "LMhamsol01"
However, there is no "LMhamsol01" model. Only LMhamsol01. Recommend you add this model, or change the entry to LMhamsol02, which does exist.
Mech_Corpse (-2976) and its child archetype, Hammercorpse (-1438) do not seem to have entries in dark.gam.dml
AntiMatter_16 on 29/4/2013 at 00:01
I notice there's no custom carry-body for the plain zombie (-3802), did you have plans to add that? In Thief2, I don't think there are any dead zombies you can carry, however in fan missions, I know there are some. (I used one in "Precious".)
Another thought that occurred to me is that the models for the Ham Novice (-1435), and the Ham Priest (-1436) aren't included in the original game, but I might copy those missing resources over from T1, and add them to the gamesys. Do you want to create carry-body models for them?
Actually, if you were *really* up to it, could you edit the T1 Ham Novice and Ham Priest models and skins so they are the same quality level as the original T2 models, and visual "fit in"? And there IS no Mechanist Novice model, you could create one, if you liked. There doesn't appear to be a Ham Worker (-1433) model either, but IIRC, they were just a regular hammerite model without the hammer.
FireMage on 29/4/2013 at 22:26
Hum... Would you mind write a tuto about creating a custom carry body.
I knew that you can change it easily in 1.18 thanks to "inventory/limbmodel"
(I have done it with Hagen's revenge)
But how to create a custom carry body with 3D?
I tried to do such thing with a lantern but couldn't do a bin accecpted by dromed! :eek:
I tried like a playarm: It doesn't work!
I tried like an object: It doesn't work too!
HOW DO YOU DO SUCH THING??? :confused:
(and btw: how do you do? XD I can't resist)
:cheeky:
R Soul on 30/4/2013 at 00:11
In the download there are some 3ds templates that you can easily import into most object programs. Some AI have long coats/dresses, others have short coats. There are lots of variations of the two types because a lot of the textures have subtle differences in their layout.
You have to export as 3ds. The easiest way to get it into Thief is to use 3ds -> bin (there's a copy in the Dromed Toolkit). Select 'mesh' in the top left corner. Set the mesh type as 'simple'. Don't have spaces in the path to 3ds2bin.exe, or any of the dependent files.
If you want to start from the original model, look in Thief2\RES\mesh.crf for carry5.e. That can be converted to 3ds.
AntiMatter_16 on 2/5/2013 at 02:11
On miss2.mis, object 2000, a "FreshZombie" should probably be given a frob-inert meta-property with your DML, since you can pick him up. He assumed the LimbModel of the last thing I picked up, I think, which was a purple/yellow checkered guard.
R Soul on 2/5/2013 at 09:11
I've already added that limb model. Maybe your ISP has cached the file. I've renamed it, so try again:
(
http://catmanofiowa.com/RSoul/CarryBody2.zip)
As for adding FrobInert, I don't see why it's necessary. First, this mod isn't to fix the missions. Second, it's not unusual for the game to let you pick up bodies, even when you're not the culprit.
AntiMatter_16 on 2/5/2013 at 16:45
My apologies. User error on my part.
The reason that I was suggesting adding frob-inert was simply because I didn't think the resource for it existed (in fact it does, but it wasn't assigned due to my error), and when I picked up the corpse, it used the carrybody model from the last body I picked up, which was a purple/yellow checkered guard, which was rather funny looking for what was supposed to be a half-decomposed corpse.