Crispy on 13/11/2005 at 06:44
Do AIs count? If so, put Burricks and freakazoid robots on the list. "PRAISE BE TO KARRAS!" :thumb:
Apart from that, Thief 3 could do with some general steampunk stuff. I'd forgotten how much there was in the previous two games; the streets of Thief Gold are dotted with spiky whirring machines with dials and odd glowing lights. I can't even remember ONE of those in TDS. (Except the security system in the museum - which, interestingly, looks almost exactly like a couple of lightning-connected pillars I recently saw in one of the lower Cragscleft mine levels in Thief Gold. Right next to a dormant zombie. Go figure. :weird:)
I'm replaying Thief Gold at the moment, so if I come across anything else I'll mention it.
ascottk on 13/11/2005 at 07:08
We could throw AIs in here too:
* Burricks
* Robots (how many types were there?)
[INDENT] combat bots (cannon right arm), small irritating tattletale ones, spiderbots, cameras, giant faced ones that spat cannon balls . . .
[/INDENT]
* Spiders (I think srt8g8 wanted to do those)
* Female guards (t2)
Now I'm drawing blanks . . .
242 on 13/11/2005 at 10:01
Nice small buttons, not those huge ones like in the game.
Mechanist's and Chtulhu's(sp?) statues.
More detailed lifts, like in original games.
Pictures from T1/2.
Flowers. Also more type of greenery perhaps? (more trees, bushes etc.)
Rantako on 13/11/2005 at 10:06
* Apparitions / Ghosts (you know, the sort of transparent ones that spoke backwards. I don't know if its possible to make AIs look like that in T3Ed)
Dark Arrow on 13/11/2005 at 10:10
Well, I don't necessarily need these, but what was missing:
* Victorian light switches (double buttons)
* Pressure plates (It seems that you can't make a door move in a z axis and doors seem to move their whole width lenght so it must be designed as a pressure plate)!
* Gambling tables
* Victorian tables/chairs?
* Did T3 have gauges?
* Levers
* Female guards and better female models (realistic please). A fat female model could be great for variation.
* Flower pots and other greenery type objects like 242 wrote
nomad of the pacific on 13/11/2005 at 10:14
Apparitions are possible. I used the same trick to make them that I used to make the Assassins visibility pulse, but I set them to be more visible without fading in and out. Sorry I can't give you the details on the script, but my editor is crashed until I can get home to get my CDs to reinstall. :p
ascottk on 14/11/2005 at 21:27
Bumped! Here's some converted T2 meshes ready for the guild. Links at the top of this thread.
I missed a few things like dials on the water pump. A console is ready to convert but that'll take a little time due to needing a new texture & attachment points for the lever.
New Horizon on 14/11/2005 at 22:31
Quote Posted by ascottk
Bumped! Here's some converted T2 meshes ready for the guild. Links at the top of this thread.
I missed a few things like dials on the water pump. A console is ready to convert but that'll take a little time due to needing a new texture & attachment points for the lever.
Great work! :) May I include them in T3EnhancED? I'll definately need glowing mushrooms for the mission I'm working on.
ascottk on 15/11/2005 at 02:09
Quote Posted by New Horizon
Great work! :) May I include them in T3EnhancED? I'll definately need glowing mushrooms for the mission I'm working on.
No mushrooms yet & they were convertered from t2 meshes so it's not my call (in other words, of course you can!)