Hollow on 18/10/2005 at 11:50
Is it worth starting anything new for Thief 2 or should I wait for my new comp and plan something for Thief 3?
rujuro on 18/10/2005 at 13:32
I'm sure if you made something for Thief 2 that a lot of people would play it. It would be great to have another person making T3 missions as well, though.
Ziemanskye on 18/10/2005 at 14:37
If you've done T2 before, do another.
Come back here afterwards (and when you have the new comp).
I don't mean to be dismissive, and we could probably do with more people working on things, but I'd say we still need a bit of time to get the tools sorted.
Or course, if you want to be stumbling around in the dark with us, the more the merrier (or at least the more likely someone will have an answer to whatever problems you hit):thumb:
:cheeky:
Dark Arrow on 18/10/2005 at 15:22
Quote Posted by Ziemanskye
Or course, if you want to be stumbling around in the dark with us, the more the merrier (or at least the more likely someone will have an answer to whatever problems you hit):thumb:
:cheeky:
Thank you. That is the best explanation about our situation. :thumb: :laff:
Hollow on 18/10/2005 at 15:29
Ah, well. I will start on the Thief 2 thingy I have thought about, and when I get my new comp ill look into Thief 3 Editing if im done with it or if I have thrown it. The ED is the same as UnrealED right? (I know a 'few' changes here and there)
OrbWeaver on 18/10/2005 at 16:16
Why not start the mission in T2 and re-write it for T3 if you find the engine is suitable? Once you've got the basic ideas figured out it is pretty quick to redesign the level in another game (that is what I am doing with one of my pre-Darkmod test levels, rewriting in Doom 3 what was started in T3Ed).
inselaffe on 18/10/2005 at 20:54
Quote Posted by OrbWeaver
Why not start the mission in T2 and re-write it for T3 if you find the engine is suitable? Once you've got the basic ideas figured out it is pretty quick to redesign the level in another game (that is what I am doing with one of my pre-Darkmod test levels, rewriting in Doom 3 what was started in T3Ed).
Well, if it has water in, that could pose a problem :p
SubJeff on 18/10/2005 at 22:43
In fact I think that any mission for T3 must be designed with it's limitations in mind. I went through4 iterations of my mission design before I managed to come up with something that is not a frame killer. Missions designed and created in T2 are thus not suitable for direct porting for the most part, although you might be lucky and make one that is easily adaptable.
OrbWeaver on 19/10/2005 at 11:09
True. The conversion from T2 to T3 would require much more consideration than T3 to Doom 3, which is basically an upgrade (assuming that the Dark Mod can replicate all of the T3 and T2 functionality).
Swimmable water is certainly out, while architecture will depend on the possession of 3DS Max to create the required static meshes.
Hatching-a-plan on 21/10/2005 at 01:42
Screw T2 and start planning for T3 before you know it you'll have your comp and you wont have to spend days planning something for the editor you'll have everything already planned out and polished before you ever touch the editor.