Cardia on 20/10/2009 at 14:23
Anyone knows a site where i can get animated textures?
Thanks in advance
Pedro Quintela
BG_HHaunt on 21/10/2009 at 07:32
I don't know about such site,but I started the game two days ago and I recognized the voice of Garrett :D
Cardia on 21/10/2009 at 15:16
Quote Posted by BG_HHaunt
I don't know about such site,but I started the game two days ago and I recognized the voice of Garrett :D
besides the Garrett´s voice i recognice the servant male voice (Xerdes) and the voice at the trainning areas is the same voice as the keeper that trains Garrett on thief 1.
Yandros on 21/10/2009 at 16:48
Shodan was voiced by Terri Brosius, who also voiced Viktoria in T1/T2 and probably some of the other female Thief characters.
Cardia on 22/10/2009 at 11:04
Quote Posted by Yandros
Shodan was voiced by Terri Brosius, who also voiced Viktoria in T1/T2 and probably some of the other female Thief characters.
Was this game done with Dromed 2 or 1? the creatures have the same design and behaviour has the ones on Thief, also the gameplay has also many similiar features.
Nameless Voice on 22/10/2009 at 11:21
The version of DromEd is somewhere between the two. It has some features that even Thief 2 doesn't (multilevel), but is missing others (conveyors, for example).
Sperry on 3/4/2020 at 19:08
Sorry for reviving this thread, but I tried following the exact instructions without being able to create animated textures. I must be missing something but so far cannot figure what.
I need to have a texture family imitating water (in game it has to go on a solid brush).
I've created a custom family (fam/animwatertxt) and placed animwater.gif, animwater_.gif, animwater_1.gif, animwater_2.gif*, etc.
The result I have in game is a static texture, and also, animwater_10.gif and higher appear as individual textures and I can select them individually on my brush.
Can anyone help me understand what's missing here?
Thanks in advance :-)
R Soul on 3/4/2020 at 21:20
I think animwater_.gif breaks the pattern. Have a look in the fam.crf\waterhw or \mech to see how the original frames are named.
Sperry on 4/4/2020 at 08:46
Quote Posted by R Soul
I think animwater_.gif breaks the pattern. Have a look in the fam.crf\waterhw or \mech to see how the original frames are named.
Pattern? Could you be more specific? I've tried renaming the texture name to a shorter one (anwa1m.gif) like the default DWAL2.PCX, DWALS.PCX, DALB4M.PCX... But to no effect unfortunately; I am apparently missing something. Do I need to convert my textures into PCX format? Can't I create animated textures from gifs?
R Soul on 4/4/2020 at 11:01
The length of the filenames is important according to this: (
https://www.ttlg.com/forums/showthread.php?t=100283)
8 char limit for the filename, not including the extension.
Broken Triad has animated terrain textures, so that's a good example.
core_1:
animw1.gif (shows up in the texture palette)
animw1_1.gif
animw1_2.gif
etc
I'm not sure if there's a limit on the length of the family name, but you could try reducing that to 8 characters too.
There are water textures in there too (in waterhw) which are in .pcx format (but I notice your water texture isn't in waterhw).