Renault on 27/10/2015 at 21:54
Quote Posted by Yandros
I wonder if Brethren has an update on getting all the source files from Otto?
Never heard back from him.
Tannar on 27/10/2015 at 22:46
Quote Posted by john9818a
I have 20 or so of Jason's objects...
Thanks, John. You have a couple there I don't, but I have 43 of his objects. I didn't have time to type them all out, but here's a pic of my files:
Inline Image:
http://s26.postimg.org/8mxez983d/jo_objects.pngYou have a few AI skins mixed in there, as well. I have two you don't:
cookie
deskclerk
As soon I get a bit of free time, I'll upload what I have, probably within the week.
Yandros on 28/10/2015 at 01:21
I have 176 of his packages, which I imagine is the majority. I'll try to upload them at some point but will wait for you to finish what you have first and then I'll begin uploading the rest.
john9818a on 28/10/2015 at 04:32
Quote Posted by R Soul
It is his. NewDark can export the terrain as an obj file so we can load it in an object editor. The output is not 'clean' by any stretch of the imagination. See "Exporting Terrain Mesh" in modders_notes.txt
The author suggests it can be used to find terrain problems. I used it once to make some roof objects to fit on irregularly shaped buildings. I made them from scratch (cleanly) but could make sure their vertices were in the right places.
Last night I went back to Jason's web site through the wayback machine site and noticed that he had that file available. It unlike the zips is still there. :p Coincidentally I was looking for information on how to convert the world rep to an object yesterday and forgot that I had downloaded that file months ago. :o
Yandros on 8/11/2015 at 02:38
I'm not sure exactly where to put this, as I can't find a thread dedicated to abandoned missions, so I'll post it here and if a mod wants to move it elsewhere, that's fine.
When I redesigned wearytaffer.com recently, I was too lazy to try and fix the abandoned mission archive (partly because it was broken PHP and I'm not good at that language) so I just took down the page. However, the existing archives are all still there, and Dev_Anj asked me for a list of them tonight, so since I compiled a list of URLs for him, I figured I might as well post them here for everyone. I'll try to get this list of links up on my webpage soon as well, although the PHP form for uploading new missions won't be fixed.
EDIT:
I removed the list here as I added it to my website, here: (
http://www.wearytaffer.com/?abd)
You can also get to it from anywhere by clicking
Abandoned FM Archive on the top nav bar.
Dev_Anj on 8/11/2015 at 03:20
Thanks for posting those!
Nicked Dablin didn't include credits for the custom textures/objects in his/her mission. Any idea who they could be?
Yandros on 8/11/2015 at 05:56
I know some of them --
fam
- All ending in "x" are from DEDx.
- All starting with adb are Vigil's.
- rr_win is mine
obj
dome2 I believe is Targa's.
jcg- and jdg- are from CoSaS's furniture pack.
Dev_Anj on 9/11/2015 at 10:33
Quote Posted by Yandros
If you know what you need, I may have it and can email it to you. I have at least half of his custom objects.
Ok, could you send me his custom fences? I think I have some good use for those. Particularly the wooden fences.
As soon as you send those to me, I'll try to put them up on the Thief Object Repository too.
Yandros on 15/11/2015 at 04:52
Dev, thanks for all the Otto packages you've been uploading. I just packaged up and uploaded a small pack of useful reskinnable objects:
Inline Image:
http://spirited-tech.com/thief/wp-content/uploads/2015/11/ResObjs.jpg(
http://spirited-tech.com/thief/2015/11/15/reskinnable-objects-by-yandros/)
Here's the readme for more info:
Quote:
This pack contains some objects for the Dark Engine which use replaceable textures, allowing for many different uses. Just extract into your working Thief or Thief 2 install folder and create a suitable object in game, and then change the Shape > Model name to one of the models below. Then set the textures via the Shape > TxtRepl r0, r1, or r2 properties, which require the full relative path, e.g. "obj/txt16/frame1".
res_cube:
A reskinnable cube with replace0, replace1 and replace2 on opposite faces, and the single most useful object I've ever made despite its simplicity. It can be resized however you need and also flattened and used as a decal on a wall or floor. Since with terrain (fam) textures you're limited to powers of 2 for the dimensions, this allows you to map a single texture onto any size face you want. Just a few examples include flattening completely and using on a wall as a sign, poster, writing or graffiti, or on the floor as a bloodstain, scratches by a secret door, or layer of dirt or grime; flattening mostly and applying a rug texture to the top and a solid colour to the sides and using as an odd-sized rug; texturing however you wish to use as any rectangular solid object, such as a cabinet, wall, box, etc. I also make heavy use of the res_cube as window objects which use textures with partial transparency.
I generally create an instance of Decorative for most non-physics uses, and for cases where a physics model is needed (rug, window, cabinet) I either add the physics properties manually to the DEcorative, or I instantiate a suitable object which already has physics properties. Remember for physics objects you need to set the Physics > Model > Dimensions appropriately, and also add the appropriate Material metaproperty.
res_scroll:
A version of the EP scroll object with both top and bottom textures made replaceable. Included are scroll1.png and scroll2.gif as sample textures, but you can customize particularly the top texture to make the object look like a map, blueprint, secret formula, newspaper or whatever suits your needs.
res_poster:
A simple flat object with a single replaceable texture, this differs slightly from a flattened res_cube in that the texture is mirrored when viewed from the back side. This allows it to be used, for example, as a window with lettering on it which should be reversed when viewed from the other side. It can also be used in many of the ways described above under res_cube for flat decals, without requiring flattening.
res_pnth and res_pntv:
Horizontal and vertical painting objects with replaceable canvas and frame. Use TxtRepl r0 for the canvas, and TxtRepl r1 for the frame. Six frame textures are included in obj/txt16, but feel free to make your own.
Textures provided (in obj/txt16)
blank: A blank texture (a single pixel set to palette index 0) which can be used to make a face of the res_cube fully transparent, e.g. the untextured sides of a window.
frame1-frame6: Sample frame textures for the paintings.
scroll1, scroll2: Sample top (with writing) and bottom (blank) textures for the scroll. You could use scroll2 on both sides for a blank parchment.
Yandros on 19/11/2015 at 04:39
Just a few posts up, I removed that massive list of URLs to the abandoned missions on my website, because tonight I published an actual page which lists them, here:
(
http://www.wearytaffer.com/?abd)
It's also access by clicking
Abandoned FM Archive on the top nav bar from anywhere.