uukrul78 on 17/12/2015 at 10:05
Hi.
This thread is an appendix from this one: (
http://www.ttlg.com/forums/showthread.php?t=146080)
I´ve found a posible solution to the problem of all kind of light sources been visible from any point of the map, in the "Thief 3" Xbox1 version played on a Xbox360.
The solution is:
Quote:
the only way to fix it is re-editing the maps with the editor (I've already fixed that effect for my missions, just add some brushes within the walls made with static meshes)
I´ve never touched the Thief 3 editor. Years ago, I made some little maps with DromEd, but never a full mission. The questions are:
a) do you think that this can be the solution to the problem?
b) can you translate this ("adding some brushes within the walls made with static meshes") for me ? :P It´s really hard to do for someone who have never touched the unreal editor?
Thanks in advance, and sorry for my english :/
Beleg Cúthalion on 20/12/2015 at 10:15
Whom did you quote with the "solution"? Adding brushes for all static meshes is nowhere near a practical solution, after all SMs were introduced in order to keep the brushwork simple and the performance acceptable. In theory it would be possible, but even then it could break the maps' limit for stored objects. Sorry, but that will most likely not work. :erm:
The only thing I find feasible here would be an attempt in how far the changes from the (
http://www.ttlg.com/forums/showthread.php?t=143659) T3Gold project could be implemented. After all, I imagine the limited memory of the original xBox is not emulated in an xBox 360 environment. I imagine snobel knows best how to include everything when the SU is not an option.
Judith on 20/12/2015 at 10:48
Yup, adding brushes isn't the brightest idea, reworking static meshes so that they cast proper shadows is. Or changing the lights' properties, for it's possible that some of those aren't casting shadows to improve performance, that's why you can see their radius through walls. Still, that would require going through every light in every level, and it probably would impact performance.
Beleg Cúthalion on 21/12/2015 at 07:27
What comes through the SMs isn't the light itself but only the emitter. Cf. the video snippet he posted in the original thread. Plus, if it was a notable increase in a lack of shadow casting, it probably would have affected SMs with the property set right anyway—thus leaving us no idea how to fix it either. I've fixed several instances of missing shadow casting properties for T3G but these were actual bugs here and there, not a permanent annoying thing. Still, I have no idea what a replaced map would lead to on xBox, that's why I would like to try it out. :)
uukrul78 on 21/12/2015 at 07:54
Quote Posted by Beleg Cúthalion
Whom did you quote with the "solution"? Adding brushes for all static meshes is nowhere near a practical solution, after all SMs were introduced in order to keep the brushwork simple and the performance acceptable. In theory it would be possible, but even then it could break the maps' limit for stored objects. Sorry, but that will most likely not work. :erm:
The only thing I find feasible here would be an attempt in how far the changes from the (
http://www.ttlg.com/forums/showthread.php?t=143659) T3Gold project could be implemented. After all, I imagine the limited memory of the original xBox is not emulated in an xBox 360 environment. I imagine snobel knows best how to include everything when the SU is not an option.
I found the "solution" here: (
http://forums.eidosgames.com/showthread.php?t=61793)
As far as I know, the Xbox360 emulation of the original Xbox environment tries to reproduce the exact hardware of the original machine, so the limited memory is also there. I think that the implementation of the SU in Xbox is not an option...
New Horizon on 21/12/2015 at 16:19
Quote Posted by uukrul78
I found the "solution" here: (
http://forums.eidosgames.com/showthread.php?t=61793)
As far as I know, the Xbox360 emulation of the original Xbox environment tries to reproduce the exact hardware of the original machine, so the limited memory is also there. I think that the implementation of the SU in Xbox is not an option...
That was a fix for his own fan missions on PC, not the Xbox version. I don't even know if the Xbox files can be edited. I would take suggestions from massi with a grain of salt.
nbohr1more on 22/12/2015 at 17:09
In all this discussion, nobody has once mentioned contacting Microsoft to submit a bug report for their Xbox backward compatibility on Xbox-360.
I suppose that uukrul78 wouldn't deign to do so with a modded 360 but anyone else with an Xbox-360 could do so.
I doubt anyone will try to hack the original Xbox game since there are so many unknowns around changing the maps and there's no good way to iterate
or bug-test. Are you going to ship a modded Xbox-360 to a T3 mapper, or do you expect the mapper to keep uploading modded ISO's every time
you reply "no, that didn't work" etc?
Beleg Cúthalion on 23/12/2015 at 07:19
Quote Posted by uukrul78
I think that the implementation of the SU in Xbox is not an option...
The implementation of the whole SU never was my idea, rather the replacement of maps only. If they break the game on console, then we know better, but I would like to test it, especially if you thought replacing map files would work in the first place. So, if you don't mind, try to copy (
http://www.jaybmusic.net/Eidos/xbox_test.7z) these files into the game's CONTENT\T3\Maps folder (or wherever the corresponding old files are in an xBox version). See if you can play through the first two missions.
uukrul78 on 23/12/2015 at 22:31
Quote Posted by Beleg Cúthalion
The implementation of the whole SU never was my idea, rather the replacement of maps only. If they break the game on console, then we know better, but I would like to test it, especially if you thought replacing map files would work in the first place. So, if you don't mind, try to copy (
http://www.jaybmusic.net/Eidos/xbox_test.7z) these files into the game's CONTENT\T3\Maps folder (or wherever the corresponding old files are in an xBox version). See if you can play through the first two missions.
It doesn´t work.
First of all, the file extension is not the same. The extension ".ibt" is changed to ".xbt" in the Xbox version. I´ve tried to rename your files to "Castle1.xbt", "KERNEL_GFXALL.xbt"... etc after copy the five files to the \CONTENT\T3\Maps folder, but when I start a new game, the loading bar freezes at 1/3 of the total length :(
uukrul78 on 23/12/2015 at 22:41
Quote Posted by nbohr1more
In all this discussion, nobody has once mentioned contacting Microsoft to submit a bug report for their Xbox backward compatibility on Xbox-360.
I suppose that uukrul78 wouldn't deign to do so with a modded 360 but anyone else with an Xbox-360 could do so.
I doubt anyone will try to hack the original Xbox game since there are so many unknowns around changing the maps and there's no good way to iterate
or bug-test. Are you going to ship a modded Xbox-360 to a T3 mapper, or do you expect the mapper to keep uploading modded ISO's every time
you reply "no, that didn't work" etc?
Microsoft abandoned the backward compatibility of Xbox1 games on Xbox360 back in 2007. No patches have been released since then. Contacting them is not an option.
I do not expect nothing from any mapper; I´m only asking, from my ignorance in such subject, is there is an "easy" way to correct those maps in order to make them playable. If there isn´t an easy way, I appreciate your help anyway.