Rokinath on 29/2/2016 at 14:06
Two questions have come to mind whilst messing around in dromed and I couldn't find an answer to either of them, so here goes.
1.) In the OM Masks there's a foyer on the third floor that has three alarm lights - red, blue and green. In dromed the first two lights are accounted for in the object hierarchy, but not the green one. Is there a way to get this, or tint one of the existing lights so the glass is green as well as the light that it emits?
2.) If I wanted to use NPC models from TDP/TG, how would I go about implementing them into Thief 2?
ZylonBane on 29/2/2016 at 14:57
I don't understand what the point of confusion is with the green light. If you want one in your mission, just copy the properties from it. Done.
Rokinath on 29/2/2016 at 15:18
Okay, I had copied the properties of the light previously, but apparently I neglected the Shape > Model property. Whoops. That's got the light fixed now.
I'll take a look at the links, R Soul and see how I get on. Thanks.
Rokinath on 29/2/2016 at 16:52
Well that was a bit awkward but I got it working. Thanks once again!
Rokinath on 29/2/2016 at 20:34
Okay, one more question. Going by the tutorial, each model is comprised of 4 files. For the model I'm wanting I can only find 2...
Its the Hammerite Priest from TG, which comes under the mesh name exphamw2 (according to the wiki). Problem is I can only see a .bin and .cal file for it, and they don't seem to be enough to render the model. How can I fix this?
LarryG on 29/2/2016 at 21:39
The .e and the no extension files aren't needed for this. They are for editing the 3d model in a graphics program. The .bin and .cal (plus whatever associated textures in the MESH/TXT or TXT16 folders) are all you need to use the model in the game. The other files needed are for the voice associated with the AI. These files are in the SND and SCHEMA directories. Figuring out which are the ones needed is a chore. You basically have to open up the schemas one by one and look inside. This is not wasted effort, as you will become familiar with all the schemas this way, and that is very useful. When you find the schemas you need, you look at the bottom line of each to see the name of the sound file associated with that schema. Then you copy the sound file from T1 to the T2 SND directory. Repeat as needed. Then copy the needed schemas to your T2 SCHEMA directory as well.
Rokinath on 1/3/2016 at 09:08
Thank you for the clarification, Larry, though this presents even greater confusion since I have the .bin and .cal files of exphamw2 in the mesh folder, and the relevant texture (wizham.gif) is in the txt and txt16 folders - just to be certain. Still, no model appears in game.
Yandros on 1/3/2016 at 12:49
Does monolog say anything about not being able to find the model?
Ricebug on 1/3/2016 at 14:08
When you go to the model's properties, check to make sure that the model you want is actually being used.
Inline Image:
http://www.bogadocious.com/temp/model.pngI find it easier to load up a suitable model and then replace it with the custom one.