darthsLair on 5/11/2011 at 21:05
Quote Posted by Trevor the Taffer
I should preface this by saying I'm pretty new to Dromed.
Anyway, I opened up a Thief Gold OM in Thief 2's Dromed (specifically, the Dromed 1.18 toolkit that I downloaded from here a while back). As expected, most of the textures were jorge, and I had already planned on doing the rather large task of going through the level and putting in all the textures manually as they would appear in the Thief 1 version of Dromed (using Thief 1 resources via Dedx). Before I do this, though, I just wanted to make sure that there isn't any method for preserving textures in a Thief Gold OM when opening it up in Thief 2's Dromed. I get the impression that there really isn't any, but I just wanted to make sure there wasn't any easier way before I started devoting time to manually re-texturing it all up.
Thank you.
Yes, there is a way of preserving textures. Do this:
1.Get a default report from the om in Thief 1 first.
2.Print out the last few pages, as this will list the textures used.
3.Note your texture palette: Alt+t : From the upper left top, this is the order that the textures are used in the om.
4.Go to dromed2 your version 1.18 and start a new blank mission. You will need the Converted Textures for T2, in the same named folders that were used in Thief 1 Cardia1 has already converted the T1/Thief gold textures to T2. you can use these textures. You can search, or pm him to see where there may be a link to them.
As an example you can use 4x4 solid cubes which will hold 6 textures per cube, so if your om has 60 textures used, then you will need 10 cubes. Here is the trick: you must apply the texture to the cubes in the order in which the om textures were placed originally. If you dont do it correctly, you will end up manually retexturing anyway. Be sure and note the grid size used on the om, and set the new grid to the same size, as it will snap to grid much easier and more accuracy.
Once you have applied the textures to the cubes, which btw,( should be like x600 y600 x600 )if you are planning on placing the ported om at 500,500,500. Use the command:" compress_family all" without the quote after adding each family. Then go to your texture hierarchy, and place the texture references into their respective material slots. Stone, Wood , Glass ect.
After doing this save your gamesystem, and save the .mis file.
Example: Save name.gam, then in the command window: set_gamesys name.gam, then save your .mis file with a name or number preceding the .mis extention. name.mis
Using a mulitbrush: If you want to multibrush your om, then you will have to retexture manually.
Create a starting point, and then place your starting point at 500,500,500, in a small air cube 16x16x16. Load your multibrush, and the brush will load at 500,500,500. Then use the commands: Hilight_check_ snap 1, Hilight_do_snap 1, then:Hilight_clear This should snap the multibrush to the grid.