Please ask your basic (newbie) questions in here. - by scumble
Beleg Cúthalion on 28/10/2008 at 19:42
Already did, thanks a lot. :) Oh, and I will use cheap timber textures in my FM as well. :p
ShadowSneaker on 31/10/2008 at 17:56
I can't find this texture in the browser. I tried Alt+Right Clicking on a loot that had it but it wouldn't copy it. Does anyone know where it is located?
Thanks,
SS
Ziemanskye on 31/10/2008 at 22:21
Try copying the PCTextures folder down onto the Textures folder (and vice-versa), because the materials don't show up if they can't find the textures, but the editor uses the lower-res set than the game does so not all of the materials the games uses are actually visible in the editor.
And that was an abomination of language usage, but hopefully you know what I mean.
Beyond that, I can't remember how I did it with the silver stuff, but it would be useful to have a more solid answer...
ShadowSneaker on 3/11/2008 at 19:36
So that PCTextures is inside of the Textures folder and vice versa?
Ok I will try.
Another problem : I gave one light in my mission 'FleshLightType' property and now all lights, in blue writing, have their light type written next to them in the editor, in all views. It's really hard to see anything. Does anyone know how to turn it off?
Thanks,
SS
Beleg Cúthalion on 7/11/2008 at 13:12
For all those who always wanted to get rid of the typo in the autoplay map quote:
Quote:
TextEntry
T_autoplayLoadingQuote0
lang_english 2004-08-23 18:16:39 "This is a loading quote for the AutoPlay map. It was edited in Books\English\String_Tag\Quotes.sch. Foreign language versions can go here as well."
lang_french 2004-08-23 18:16:39 "This is a loading quote for the AutoPlay map. It was edited in Books\English\String_Tag\Quotes.sch. Foreign language versions (like French) go here as well."
lang_german 2004-08-23 18:16:39 "This is a loading quote for the AutoPlay map. It was edited in Books\English\String_Tag\Quotes.sch. Foreign language versions (like German) go here as well."
lang_italian 2004-08-23 18:16:39 "This is a loading quote for the AutoPlay map. It was edited in Books\English\String_Tag\Quotes.sch. Foreign language versions (like Italian) go here as well."
ShadowSneaker on 14/11/2008 at 14:27
There are a couple of doorway meshes in the mansion folder (the first and the last one) that I cannot walk through when I place them in my mission. There's an invisible wall stopping me. I checked all the settings in the mesh browser and compared them to other doorways and there is nothing different.
Are they really just for show?
SS
Beleg Cúthalion on 14/11/2008 at 20:40
Try setting their collision hull to "exact" in the SM browser (don't know right now if OBB or how it's called works, but "exact" is more...exact). Same goes for windows or anything else like this.
Ziemanskye on 15/11/2008 at 14:52
OBB = Outer Boundary Box.
Basically it makes one big cuboid around the thing, very cheap to do collision checks on, but also very inaccurate for most shapes.
Beleg Cúthalion on 17/11/2008 at 07:27
Oh, thanks for making that clear. At least for your wall segments and boxes it'll be appropriate.
How can I make guards with helmets non BJable? Flux AFAIK did it in his Valley mission, but I cannot remember seeing any non-BJ property.
Urza on 17/11/2008 at 10:48
Hi everyone.
After three years of successful modding of fallout 2, i'm looking into modding thief 3. I'ev got the editor downloaded and installed and I've made some rooms, lights, people etc...
However, everytime I place a room next to another room, it connects the two rooms and completely removes the wall in between them. My question is this: how do I make a room at the side of another room with a normal sized door so that the whole wall doesn't disappear.
Thanks for any help.