[NAUC]Chief on 26/2/2006 at 15:59
Although as NewHorizon says it was never an actual project, for most people on trying to test the maps converted t3 would crash to desktop. If you really think it's a cool idea and want it to work the best thing you can do is see if you can covert the map, add a player start and light to it, do a build all and then try to do a test of it. If your t3 loads it then you're off to a VERY positive start. I would say conversions would only ever really take off fully (if at all) once we get a TIM<->3DS conversion working so you can convert some of the brushwork to static meshes, and of course i also think T3EnhancED will make old missions look even better :cool:
Bardic on 22/11/2006 at 06:20
Well, Over at the Thief1&2 editors guild they have a thread with the .mis files for Thief 2 Gold that were never finished. There are also some little test maps. So I have converted them all to t3d files. They all import into T3ed, but I would suggest deleting a bunch of the additive brushes in the bigger levels before you do a build. The original thread is (
http://www.ttlg.com/forums/showthread.php?t=108070) http://www.ttlg.com/forums/showthread.php?t=108070
Here is a Rar with the 8 .t3d files:
(
http://rapidshare.com/files/4346898/T3d-T2Gold.rar.html) http://rapidshare.com/files/4346898/T3d-T2Gold.rar.html
Since these were never released, it's new for everyone. Also they don't have all the brushes a completed level would have. I have looked at all of them. I put some no-shadow lights around to get an idea of the layout. Then it's just a matter of skinning, and deleting brushes as you go to replace things like pillars, complex rooftops, brushwork beams (and stairs need some work).
Hopefully some people will enjoy these as inspirations, or a starting point to get out of writers block. I have lit several missions and run through them