Agetian on 2/3/2005 at 18:29
I managed to get the game to generate IBT files somehow... I just experimented with user.ini and default.ini. What I did is:
1) I added the following lines to user.ini (under [BlockLoading]):
WriteResourceBlockFiles=True
WriteBlockFiles=True
2) In default.ini, I set the following line to true:
WriteResourceBlockFiles=True
Then, after starting the game and quitting it I noticed the file Autoplay.ibt appear in the ROOT Thief 3 editor's folder (not the Maps folder).
Unfortunately, I don't have the time to experiment with that right now, but maybe someone else can tinker with this some more and figure out what option (exactly) allows the ibt generation and whether these ibt's are actually playable...
Later!
- Agetian
New Horizon on 2/3/2005 at 18:59
NICE FIND!! :) Hope this leads to something good for the community. One less hurdle.
There must be someone from ION lurking about that would know about this. ;)
Agetian on 2/3/2005 at 19:13
By the way, there's also a lot of extra stuff appearing in the root folder of the Thief 3 Editor after you turn on those options, and I don't know what all that crap is for and whether it also appears with the options I wrote above turned off, e.g.:
Kernel_GFXALL.ibt
Kernel_PHYALL.ibt
Kernel_TSDALL.ibt
And a lot of log files...
The IBT files generated by the game seem playable (at least I tried turning ON the blockloading and playing the map that consists of both the gmp and the ibt file and it worked)... I can't test it on the real Thief 3 installation because it got corrupt somehow and I don't have the time right now to reinstall...
Later!
- Agetian
David on 2/3/2005 at 19:19
I've just tried this and can confirm that at the very least I've generated IBT files , however mine appear in the Thief - Deadly Shadows folder in My Documents.
Time to test on a non-editor install.
Agetian on 2/3/2005 at 19:48
Hmm, weird... For me it always generates the IBT stuff in the root of Thief 3... (Not that it made any difference... :) )
Agetian on 2/3/2005 at 20:10
Just tested the IBTs on a non-editor installation (clean install, both v1.0 original and v1.1 patched), it worked PERFECTLY for me. For example, my map files were called:
AgetianMap.gmp
AgetianMap.ibt
So, I typed in:
t3main AgetianMap
And it loaded the map up just fine, no glitches, no crashes. So, the thing works for me! ;)
Harwin on 2/3/2005 at 20:16
As I recall, the Kernel IBTs are those shared by every map.
rujuro on 2/3/2005 at 20:42
If changes are made to the gamesys (new actor/weapons) will they be built into the level .IBT? Or will that be in one of the Kernels? Or is the gamesys loaded totally separately?
I've customized my gamesys, and the changes load with the map, but I'm wondering what will be required as far as distributing those changes with a finished FM. Thanks!
jay pettitt on 2/3/2005 at 20:43
Quote Posted by Agetian
no glitches, no crashes. So, the thing works for me! ;)
Result :D
Krypt on 2/3/2005 at 20:45
Do you see a load bar when loading the map from your IBT file you created? and does it still load if you move the .gmp file out of the Maps directory? This is cool if you can create the blockfiles and load them easily into the game, that will make custom map distribution much easier. A word of warning though, I believe it can take a while to build block files from full maps. It will probably take even longer for custom maps than it did for the ones in the game since people will probably load them up with tons of unique textures and meshes and such.