OrbWeaver on 29/8/2005 at 21:13
I doubt it is the coding that is the problem, as much as the difficulty inherent in attempting to reverse-engineer a completely undocumented and closed format whose sole purpose was to improve performance on the X-box at any cost.
Shadowspawn on 29/8/2005 at 21:35
OrbWeaver,
Bingo! :thumb:
If I wasn't crazy I wouldn't even try it. But I got pretty good at it by reverse engineering the Thief 1 and 2 stuff, so no reason to stop now. :laff:
str8g8 on 30/8/2005 at 08:06
I offered to create an empty matlib but no-one offered to test it out :erg:
If someone here wants to I'd be more than happy. The only problem I can foresee is differing directory structures across different installations.
I was thinking maybe half a dozen slots for the basic types, ie, stone, metal and so on.
Regarding meshes I was also planning on creating a resource pack (consisting of matlibs and meshes) after I finished my mission. At the moment, everything is work in progress, and I suspect it's the same with a lot of designers.
cheers
str8g8
Ziemanskye on 30/8/2005 at 12:45
If you're doing matlibs str8g8, I could do with some Alphas for new particle effects, and a couple of unlit glass for new windows.
I don't know how path-dependant matlibs are once created (I'd assume that they are strictly relative, just looking for say the PCTextures subfolder, but that is just an assumptions). If it helps any though, my root is C:\Davids\Thief3 or whichever way the slashes are meant to go.
ascottk on 30/8/2005 at 16:18
Quote Posted by str8g8
The only problem I can foresee is differing directory structures across different installations.
I think that's why Ion had DynamicallyLoaded folders so T3Ed can look for customized resources. Designers only need to plop the matlib into the DynamicallyLoaded folder & the editor will find it.
Just a theory . . .
str8g8 on 30/8/2005 at 16:32
Quote:
Designers only need to plop the matlib into the DynamicallyLoaded folder & the editor will find it.
Do you mean the textures as well? I hadn't considered that ... I was kind of hoping that the Environment variable that we all set up (ion_root or something) would point everything to the right place ...
@Ziemanskye: If you want to test it out I will do a matlib tonight, PM me an email address (not sure what the size will be ...)
err, for particles you would want a material with alpha checked, no normal?
unlit glass would just have type set to glass?
just checking ...
Targa on 5/9/2005 at 22:35
Quote Posted by ascottk
To 3DS Max 5.1 users:
T3Ed's been out for a while & the tools to create custom content came w/T3Ed so I've been wondering . . .
Who has anything non-maxers can use? There's plenty of new meshes & AI for T1 & 2 and there's absolutely ZERO of those for T3. With Shadowspawn's TimtoE converter it's easier to alter the content shipped w/T3. Maybe there should be a contest!
I think those working on getting T3 FM's to work properly need to finish up first before you start seeing custom meshes made for the game. With only, what, three? Three semi-buggy FM's released to date, there's not much demand for T3 content.
Edit: I also have a hunch that TDS won't have as many loyal fans as Thief2. Personally, I didn't care for the game very much. And without rope arrows...well, might as well have made it without a blackjack or water arrows as far as I'm concerned. But that's my personal opinion. :)
242 on 6/9/2005 at 00:18
Offtopic in response to Targa's post:
I believe that fans will one by one "switch" to the TDS FMs, as graphics, physics and some other aspects of the Dark Engine FMs become more and more obsolete with every day *even for fans on these forums*, and already became unacceptable for many.
There is TDM in the making, but it's unknown for now will it allow to create thief atmosphere (screenshots can't tell it), when the FMs for it will see the light of day (not soon, it's for sure), how hard it will be to create them and how many TDM FM designers will be out there. TDS Editor is already here and we know it's possible to do *much* better and bigger maps than it was demonstrated in TDS with it, it has such possibilities. Too bad the community is kind of devided now, and not so much fans as I personally would like learn TDS Editor now. But I hope the situation will improve slowly but steady.
ascottk on 6/9/2005 at 21:49
Quote Posted by Targa
I think those working on getting T3 FM's to work properly need to finish up first before you start seeing custom meshes made for the game. With only, what, three? Three semi-buggy FM's released to date, there's not much demand for T3 content.
I'm not sure about Ziemanskye but I released my FM as an early beta. It's a good thing too because our FMs helped potterr squash some bugs for Garrett Loader. I also released mine to preoccupy Thief fans while they wait. Have you seen (
http://www.ttlg.com/forums/showthread.php?t=99740) this thread? People are having fun with our semi-buggy FMs.
You might say that there's not much demand for T3 content but John P's textures & New Horizon's Minimalist Project shows that there is demand & discontent with TDS OMs & how the devs were too pressed for time to release a full realization. I am getting tired of the same ol' meshes, AI, & textures. Any chance to expand TDS & FMs are reasons I posted this thread.
Quote Posted by Targa
I also have a hunch that TDS won't have as many loyal fans as Thief2. Personally, I didn't care for the game very much. And without rope arrows...well, might as well have made it without a blackjack or water arrows as far as I'm concerned. But that's my personal opinion. :)
The best in people come out when restrictions come into play. FM designers will design their maps with those restrictions in mind & create missions where the player will forget that there were rope arrows & realize they're not needed. I certainly don't miss rope arrows but sometimes there's a certain nostalgia associated with them. I personally think T2 FMs will still be strong even after the T3 FMs take off. It's all the better I think.