Please ask your basic (newbie) questions in here. - by scumble
Tiens on 18/3/2007 at 10:54
Quote Posted by Tazonne
Flickering lights...
Quote Posted by Tazonne
...lightning emitter looked a little screwed at the top...
:rolleyes: I can not catch what exactly effects you need, sorry... But I really like your idea...
Which behaviour exactly did you set: the light flicker or the emitter flicker? And what exatly you want to flicker: the sky around or the flame emitter?
By the way... If you do not mind I can look at everything by myself... My language is too poor so I need to see the matter of our discussion, sorry! :erm:
Questions are welcome!
Tazonne on 18/3/2007 at 20:27
Tiens, I'm talking about lightning effects, just like in a night storm. I think there was a t2 contest(dromed beauty) fm that really impressed me in this way:The Clocktower by Ottoj55.
I've found LightningBolt and LightningBolt2 in the emitter section of the actor browser.I want to add them in the skybox somewhere. Still, for the effect to be realistic I need some lights for the bolts.That is flickering lights. And I will add them in the skybox near the bolts(to light the clouds etc.) and near the fake backdrop surfaces(the light will come through some open windows, or broken roofs etc...).
I figured out how to make the lights flicker: add a light, set it's behavior to LB_Flicker and add one more property LB_FlickerParam. This will set the way the light flickers.
I still have to get the configuration for the param right, as light to appear when lightning strikes. Anyway, I won't add only one bolt and one light, because it will be impossible to sincronize them.I'll add more, even if you don't see the bolt of the light all times(it's like in reality).
Another issue that I'm concerned about is that they'll be in a way repeating(in a storm, you don't see the bolts in the same place every time), but I think I'll trigger them(found a tutorial on the wiki).
Hope I've been clear enough, and that this won't be too hard to read.
Bardic on 18/3/2007 at 21:10
Have you thought about attaching one set of lights to a switch, and another set to another switch and so on, and on each switch set a script like
wait random numer of seconds between 5-25 seconds
set all the lights at the end of triggerscript to on for .5 seconds
repeat.
That ways some of the lightning bolts or the lights for them all light at the same time, but you randomize different sets.
Tiens on 19/3/2007 at 07:47
Quote Posted by Tazonne
Tiens, I'm talking about lightning effects, just like in a night storm...
Oh, I got it! Let go to the sources!!! :cheeky:
The easiest way is :idea: :
1) go to Editor/.../Maps and find SeasideMansion2 - it is Capitan Moira's house, map 2
2) go to the top of this map - there are the storm-lighting Emitter and the directional flickering Light (you could play this map in the test mode to see them in action).
Remember, they are conected by Links and by cycled Scripts! So pay attention while coping them!
3) copy the Emitter and the Light, open your map (do not save the original SeasideMansion2) and click Edit/Paste
4) open propeties of appeared Emitter and Light and find Object/Group/BLA-BLA-BLA - and delete this BLA-BLA-BLA (check this twice!!! :rolleyes: ). Now your storm will stay at your map with you!!! :cheeky:
5) spend some time to STUDY your new emitter&light - what is inside? what scripts are used? what colours are set? and ect. It will be very usefull...
6) change anything you like! And of cause SAVE-SAVE-SAVE...
That is all. :thumb:
Questions are welcome!
Tazonne on 20/3/2007 at 08:36
Thanks Bardic and Tiens for these ideas. And doh, I should have remembered that the mission with the seaside manor had lightning :eww: .
Tiens on 20/3/2007 at 09:36
Glad it helped! :cheeky:
I played TDS from the begining to the end for 21 times so do not worry about this trinket! :cheeky:
Just ask...
jtr7 on 6/4/2007 at 07:43
Okay... um... after searching and searching, I've come to the conclusion that there is NO OTHER WAY to view the ibt/gmp textures without installing T3Ed. True?
The reason I ask is: For the Thief Encyclopaedia, we need to gather all texts, including words and symbols found in the image files. Primarily, we need ALL pronouns. The *.sch files are the most accessible source, of course; the SoundDrone transcriptions are tedious to go through, but have yielded scores of potential entries; RadTools has made the videos available for study; I collected the City maps before I was able to view the *.dds files; so all that's left are the rest of the image files.
If there IS another download or tweak that would open this last area up, we would be grateful. Especially if it would allow me to use other systems besides my own, such as the breakroom and library computers at the university where I work. As for my laptop, I'll just install T3Ed....
Thanks!:thumb:
jtr7 on 6/4/2007 at 21:27
Yeah, thanks, BUT I've got those texts, and it's the text and symbols in the IMAGE files I need. :)
For example, there's a texture called "playbill" I believe, in one of the Thief Gold *.crf's, that has the words "The Thief and His Wife" as the name of a play/opera. Also, there are some gauges that are modified photos of real gauges that used to have the brand "General Electric" but have been tweaked to say "General Ecentric [sic]." Therefore, there are two companies making industrial measuring devices: Thermotech and General Ecentric, but the latter is just too silly....
Also, the link 242 posted seems to be dead (from here, anyway).
Bardic on 7/4/2007 at 00:37
On (
http://www.ttlg.com/forums/showthread.php?t=98775&page=1&highlight=level+size) this thread everyone was joking about using some sort of LevelScale or MapScale for the contest missions. Does anyone know if there is a way to do that?
I can't find any values other than render/drawscale, which doesn't work very well for a map that is already built. I can do it if I have to, but I think I will run into collision hull problems if I do.