tiger@sound.net on 12/5/2006 at 17:21
Just try to imagine a brand new player looking for the T3 "Thief's Highway" and then getting a map of the Old Quarter like mine, at the bottom of these messages, on his screen.
But, I think that I'll leave that "loot hunt", alone, for the message below. . .
(
http://www.ttlg.com/forums/showthread.php?t=96817) So You've Got Climbing Gloves. Now what?
And btw, to me, Ion Storm's design of our Thief's Highway left a LOT to be desired. (And I'll just be trying to add some new enthusiasm for using those gloves.)
Ziemanskye on 13/5/2006 at 21:20
You know, you could crop that, and save it as like a jpg and it'd be a lot smaller file.
Could link it on imageshack to.
tiger@sound.net on 14/5/2006 at 17:23
Quote Posted by Ziemanskye
You know, you could crop that, and save it as like a jpg and it'd be a lot smaller file.
Could link it on imageshack to.
Thank you for that suggestion.
And could you, please, suggest a resolution size for my mess? :cool:
(Btw, I'm like totally new to T3 mods.)
And I have just recently found all those HDMAP_ textures within my
C:\......\......\CONTENT\T3\PCTextures\DynamicallyLoaded folder.
(But, I don't have any .dds software, except a simple WTV viewer.)
So, could I work within an exceptable .bmp size and format, for someone to transfer-back to those .dss game-maps, someday?
***
So, I guess that I'll need a specific ".dds to .bmp" conversion utility for T3?
(I took a LONG search through your Thief III Editors' Guild and they just don't seem to drop-down to my level of questions, to me?)
***
I found a nVidia page with some dds utilities, will these do for T3?
(
http://www.nvidia.com/object/dds_utilities.html) http://www.nvidia.com/object/dds_utilities.html
***
And here's a quick like to their updated viewer.
(
http://developer.nvidia.com/object/windows_texture_viewer.html) Windows Texture Viewer
(And this version zooms and contracts the image via your mouse-wheel.)
Thanks, Ziemanskye! :thumb:
Ziemanskye on 15/5/2006 at 09:48
The nvidia tools are fine for converting dds files - there's some problems with Alpha channels if you do it through PaintShopPro though (to be fair - it was designed more for Photoshop). There are seperate tools you can get for GIMP.
You can also either google or search the forums for DDSconverter which is a small stand-alone conversion tool.
Image-size, well with the tools you can just edit the 512x512 map and if they're in the right place I think they'll even work in game (because they're dynamicaly loaded, so long as you save it as dds properly).
Note though, that imageshack doesn't allow dds files - it's more for if you want preview images in the forums you can send them a jpg copy of it: it's something people kind of get used to/expect when dealing with graphic topics like this.
tiger@sound.net on 16/5/2006 at 04:55
The same idea, as above. But just about right size, now?
(And now see my "HDMAP_Auldale.dds-legend.zip" and others, below.)
Plus, I trying to work-out something a bit strange about mantling and then climbing with gloves. Over by Black Alley, you'll see two symbols, a red box for mantling and big red dot for gloves. And AFAIK, both of these are needed?
IE: I don't need or use climbing-gloves for the first two mantled edges.
(And for a newbie like me, I can't even begin to mantle that last ledge, after those two mantles.) Thereby, I have that big red dot for actually getting us climbing-up to this Thief's Highway, folks. :cool:
Ziemanskye on 16/5/2006 at 10:08
Well, I haven't actually tested it in game (no saves in the right place and better things to do for now - maybe later though), but it's a much smaller image file, which is good, and it looks the right dimensions and filetype and name, so as long as the maps are dynamically loaded rather than being baked into the map files it should work.
I mean though, if you're playing with the maps anyway maybe you could try make them actually match the levels? That might be more useful to new players.
A key for your colour codes'd be good too - red boxes for climb points and perhaps rough red dotted lines for connecting the areas.
(oh, and that looks like the dds converter tool I meant: useful little gizmo)
tiger@sound.net on 17/5/2006 at 22:45
(Excuse my messy links, below, but it's a lot faster this way.)
***
And please REMEMBER to rename your original versions before overlaying them.
***
For your C:\......\......\CONTENT\T3\PCTextures\DynamicallyLoaded folder.
HDMAP_Auldale.dds-legend.zip
(
http://www.myfilelink.co.uk/file.aspx?id=e9b834b62ad0483b87be3924421d5d23)
HDMAP_Docks.dds-legend.zip
(
http://www.myfilelink.co.uk/file.aspx?id=532c35b7d8af4b1891ca940fa7debadc)
HDMAP_OldQuarter.dds-legend.zip
(
http://www.myfilelink.co.uk/file.aspx?id=16761a8ae51b4722b335a4d70973c33f)
HDMAP_SouthQuarter.dds-legend.zip
(
http://www.myfilelink.co.uk/file.aspx?id=01f69c71c67b4b748030de49764ca98d)
HDMAP_Stonemarket.dds-legend.zip
(
http://www.myfilelink.co.uk/file.aspx?id=74e6c1ae212f4415be0a54e0cc636e55)
Basically, these are all five of our T3 "City Street" ingame-maps with my legend that describes the Beetles as golden dots, the Cornerstones as greenish squares and then the two types of climbs. The Glove Climb is a red dot and the Mantel or Mantle Climb is a red box-like symbol.
And now, they "feel done" to me, folks! And
Thank You, Ziemanskye! :thumb:
(But please feel free to mess about or modify and share them as you wish.)
Also, I took Ziemanskye's suggestions and used a very simple red-dash for the Thief's Highway markers. But you will probably find only one red-dash at the start of each highway section, unless it got too complicated or it was outside and became too free-form, like a small new one that I found in Auldale to the PUB.
(And, to me, just a small and simple scratch of a line makes a great deal of sense, because Garrett really wouldn't bother with a lot of detail for a highway that he knows like the back of his hand, already!) :cool:
tiger@sound.net on 11/6/2006 at 05:42
(Gee, I hope that everyone is
enjoying these maps, as much as I am?) :cheeky:
Well, here's a small update to my version, above.
(And protect your originals by adding something "-ORIGINAL-" to them, okay?)
HDMAP_Auldale.dds-legend2.zip
(
http://www.myfilelink.co.uk/file.aspx?id=20be2f83cfcd4573813abc2af0b0e0b7)
HDMAP_OldQuarter.dds-legend2.zip
(
http://www.myfilelink.co.uk/file.aspx?id=e5cfda0b09e74ce58ceac066e4324e79)
HDMAP_SouthQuarter.dds-legend2.zip
(
http://www.myfilelink.co.uk/file.aspx?id=ae8e668f2cc64367bee4dc332b809f80)
The Audale update has a couple of nice Thief Highway (TH) changes.
There's a new TH, to me, indicated near the west-side of the PLAZA.
Just go into the western greenery, to the wall and then jump and climb up.
(Sorry, but I could only give you a general northern direction for its TH.)
And it seems to be only a one-way TH in that direction, btw? :(
There's a new climb to get to that slight older TH that leads to the PUB.
(And for a Ghost, anything closer to the entrance might be of some help?)
The Old Quarter update has a new TH across the front of the FORT.
And I decided for the GRAVEYARD beetle that a climb indicator was needed.
But South Quarter only has an added indicator for that one-way TH.
(And to me, it just needs a very small fix by that X, from the east.)
And should all of these mapping-details be considered as cheats, perhaps?
But, then again, we weren't ever notified of the existance of a TH.
And you will do
dozens of dead-end jumps and climbs to finally find these.
And how many players really want to memorize the thirty locations for those sneaky beetles and those dark cornerstones? (Especially since the destroyed beetles will leave absolutly "no clue" to their prior location, you know.) :cool:
And for more detailed beetles and cornerstone information, please click below.
(
http://www.ttlg.com/forums/showthread.php?t=84945) Cornerstones and Cocoons and Mites, Oh My! (screenshots and locations)