Soul Tear on 19/12/2017 at 12:35
That's what I'm talking about. Apparently, you used it before the plugin was changed. :erg:
I do not know much about A8. I need a tutorial on how to separate one mesh from another and how to create an axele.
Quote Posted by LarryG
Are you sure the pointer on the dial is a jointed sub object? Most likely it is an animated texture instead.
Edit: You are right, it is a sub object: @s00ff. The axle is @x00aa6700, and the base object for the coil is aa. Did you try using those names?
Blender ignores these things. Blender does not need an axele-object, it simply uses local coordinates. I just use the alphabetical order for objects (Cube01, Cube02, etc) to get the appropriate joints in Thief (from 2 to 6, and excluding 1)
But yes, I entered such names earlier for verification. As I said, the whole thing is in the new version of the plugin, which changes the value of the joint from 1 to 2. In the old version everything worked (I have my first and last object - the door that works as it should if you create an OM door and assign it a new model), then the script broke (I broke it :D), nemyax has repaired it, but this thing has deteriorated.
As for the texture of the wheel, now it does not matter, in any case it is impossible to use this object in OM. :sweat:
R Soul on 19/12/2017 at 19:45
Quote Posted by Soul Tear
That's what I'm talking about. Apparently, you used it before the plugin was changed. :erg:
You said you use (
https://sourceforge.net/projects/blenderbitsbobs/files/) neymax's plugin. The one I linked to is by Elendir. The latter uses the original N3ds2e and BSP to create the bin files, whereas neymax's one seems to create the bin file directly.
nemyax on 19/12/2017 at 20:19
Soul_TearTry renaming the child objects so that they are in reverse alphabetical order. This might put the "joints" right.
Quote Posted by Soul Tear
Blender ignores these things.
The naming conventions don't matter, but the alphabetical order of the names does. It affects how Blender lists child objects when you ask it.
Vae on 31/8/2019 at 18:12
The velvet seat cushion is rich and inviting, with the detail on the chair perfectly embossed.
Well done, Purgator.
By the way, thanks for reviving this thread...it would be wonderful to see the completion of all the objects, as they were meant to be seen. This is quite a virtuous task, because it retroactively restores the original visual intention of the Thief Universe.
ZylonBane on 31/8/2019 at 18:45
A chair would not have an embossed metal back. The original texture appears to have been tweaked to look more like fabric, or possibly wood.
Also (even though it doesn't appear to matter to NewDark), 16-bit textures should go in TXT16, not TXT.
And 1024x1024 is an absurdly high resolution for an object that size. 256x256 should be more than enough to avoid pixelization at any reasonable view distance.
Purgator on 31/8/2019 at 19:19
Size wise? Yep that's fair enough, it is far too big a resolution for such an object.
The txt folder is for continuity.
The object is GoldChair. A gilded embossed chair would be folly indeed, it could just be a frivolous display of wealth.
I can try a few variations.
Lower Res: (
https://drive.google.com/file/d/1D0fxHmTAJwhIpRT4XeI1m12lOsROObOZ/view?usp=sharing) NewGoldChair2.zip
Edit: Changed erroneous file name.
bassoferrol on 1/9/2019 at 14:12
One may have to change texture name CHRGRFT to CHRGFRT in order to see the new texture.
Also adding a bit of blur in the textures (with irfanview for example) will help you to get rid of some flicker.
ZylonBane on 1/9/2019 at 15:49
Flicker? What?