Please ask your basic (newbie) questions in here. - by scumble
Judith on 5/9/2012 at 23:22
The texture with blueish overlay is HUDglow_D.dds, maybe it could just be deleted?
Metalhead on 15/10/2012 at 03:49
Argh someone help me out here plz... how do I set up an ambient sound again? Specifically, I need to put a running turbine sound on, well a turbine.
Beleg Cúthalion on 15/10/2012 at 12:16
Check the (
http://www.ttlg.com/wiki/Adding_Ambient_Sounds) Fleshworks Wiki. Plus, what I did was adding several custom ambient markers in the GameSys with one certain sound already installed (like AmbientSoundMarker_RattleNoise, AmbientSoundMarker_Crickets etc.). This saved me from loading the schema browser every now and then and browsing the huge library without knowing where exactly the sound was for which I was looking.
Alex Ros on 25/10/2012 at 19:11
I'm rarely asking questions as long as I prefer not to bother people until I'm truly stuck and really can't find any info what to do. Well nearly half of year have passed since my first question here... time for a new question :)
Quote Posted by Judith
...Switching to UDK won't give you much: all the stealth game mechanics will have to be done from scratch, all the characters, voices, static meshes and such.
If it looks fine to me personally to make from scratch all "characters, voices, static meshes and such (textures)" - is there anyone who can describe the difficulty of adding "stealth game mechanics" to Unreal 3.5 Engine version? I have already checked how good or bad it works with meshes and texture budgets - and it's just great. But all those stealth mechanics...
Judith on 26/10/2012 at 07:52
It's tremendous amount of work (I mean level assets only) and cannot be done by one person in a reasonable amount of time (e.g a year), unless it's a paid job of course. As for the stealth I have no idea: haven't seen any light-based stealth game for Unreal Engine 3 yet (Dishonored uses visibility-based AFAIK).
Alex Ros on 26/10/2012 at 14:16
Quote Posted by Alex Ros
Quote Posted by Judith
...Switching to UDK won't give you much: all the stealth game mechanics will have to be done from scratch, all the characters, voices, static meshes and such.
If it looks fine to me personally to make from scratch all "characters, voices, static meshes and such (textures)" - is there anyone who can describe the difficulty of adding "stealth game mechanics" to Unreal 3.5 Engine version? I have already checked how good or bad it works with meshes and texture budgets - and it's just great. But all those stealth mechanics...
Quote Posted by Judith
It's tremendous amount of work (I mean level assets only) and cannot be done by one person in a reasonable amount of time (e.g a year), unless it's a paid job of course. As for the stealth I have no idea: haven't seen any light-based stealth game for Unreal Engine 3 yet (Dishonored uses visibility-based AFAIK).
Yes of course to model and texture whole game is absolutely impossible for one single person. But to make 1 single level, show up the quality of how it came out is kinda hard job but real... and well, I think you can imagine what happens next. There's a real lots of qualified modders, whom will become interested and would love to join the project - at least I hope so :) But that could happen ONLY if you'll make something real spectacular.
Anyway until Eidos guys allow to remake Thief I & II I wouldn't even begin doin' anything...
Beleg Cúthalion on 26/10/2012 at 17:13
The Thief modding supply is currently larger than the demand I fear. Thief 2 got a huge boost recently with an out-of-the-blue fan-made patch which breaks almost all existing limits. The Dark Mod has a new version out and both of them have much better publicity than T3Ed, which exists nevertheless (with us stubborn followers). So sure, you might make a good impression with "something real spectacular", but it's unfortunately not like people are waiting for it. Plus, with Thief IV coming at some point, there might even be another level editor. Good luck, though, I just don't want you to be disappointed afterwards.
By the way, snobel, where's our (next) T3Ed 1.19? :p
Alex Ros on 26/10/2012 at 17:52
Quote Posted by Beleg Cúthalion
...Thief 2 got a huge boost recently with an out-of-the-blue fan-made patch which breaks almost all existing limits...
Just curious. What are u talkin' about in particular? Minimalist project? Sneaky update? I presume u are talkin' about something else...
Is it this? (
http://www.ttlg.com/forums/showthread.php?t=140085)
If so than there's nothing yet done-improved within Thief II playing experience. It's only a possibility to make something, or... I don't know... maybe I missed something very important? I don't mind to be wrong.
Quote Posted by Beleg Cúthalion
The Thief modding supply is currently larger than the demand I fear...
Well that's okey as long as there's always not enough of supply :) Even if you take Elder Scrolls & Fallout, where the modding supply is a lot more incomparably alive, there's still a lot of locked features and limits of what a modder can do. Yes of course I understand that the difference counts and counts real critically :) But... as for me personally it's okey that Thief modding isn't as supported (not supported at all these days) as it might be.
Quote Posted by Beleg Cúthalion
...The Dark Mod has a new version out and both of them have much better publicity than T3Ed, which exists nevertheless (with us stubborn followers)...
For me personally Dark Mod is simply pointless as long as Doom 3 engine itself is outdated. It's my own personal opinion and anyone can simply skip it... so... nothing personal :)
Quote Posted by Beleg Cúthalion
...Thief IV coming at some point, there might even be another level editor...
With all those Eidos perturbations... I would say there's nothing to wait and expect until... hmm... 2014-2015. Maybe the Q4 of 2013, but surely not earlier. The year or more of expectations is quite a long period, so there's a loooOOOooot of time to make something without dreaming about Thief 4 Editor.
Quote Posted by Beleg Cúthalion
...you might make a good impression with "something real spectacular"...
Well my story is a little bit simpler. If it's interesting of course. I've been modding Stalker for nearly 3 years and got real tired of that game. And last year I'm... hmm... "searching" for a game or game universe to move on. Simultaneously I'm feeling around my older impressions - Half-Life (Source engine), Thief (Dark engine or too cutted Unreal 2 engine) and some other games. I didn't decide yet what to do and where to move on. The only thing I can say that my pro-knowledge is good enough to... hmm... for example model in next-gen manner any of Thief I or II level by myself alone. But where exactly I will invest my knowledge... I don't know. Don't know. I'm very interested in trying to remake Thief I & II in a modern way on a modern engine. But as long as Thief I & II storyline and characters are protected by Intellectual Property laws... well, I've send a request to Eidos guys to allow a remake. Let's see what they'll say...
snobel on 28/10/2012 at 07:30
Quote Posted by Beleg Cúthalion
By the way, snobel, where's our (next) T3Ed 1.19? :p
It may get to 1.1.9 eventually. Close enough? :)
Beleg Cúthalion on 29/10/2012 at 10:43
I think that counts, too. :D
@ Alex Ros: As I said I'm merely interested in you not wasting time with things that no one will appreciate. Of course as a humble modder on the fringes of Thief modding in general I cannot give any technical advise etc., I just see the community for some years now and usually consider myself as being merely self-motivated since the community doesn't exactly cherish T3 fan missions. Plus, I'm always opting for combining forces instead of having people developing things on their own, with combinations profiting from all inventions coming only in the second generation (e.g. we had three and a half different T3-ready FM loaders over the last years). T3Ed surely can be modded in certain ways and currently snobel is probably the guy most deep into investigating things, hence my snide remark in the last post.
Heck, in fact we have inventions at different stages of development that were never released to the public, be it relatively easy editor-contained stuff like cubemaps and reflections (provided by Judith and AFAIK only used in one of his released missions so far), rope arrows (two missions with still crude stages of development), a workaround for swimmable water or new AIs etc.; or be it stuff that actually touches T3Ed's core like snobel having figured out a way to boost the property storage count limit (IMHO the only painful limit, being composed of all the objects in a map and their properties if they differ from the GameSys) or his successful attempts to making T3Ed run on modern machines without nasty registry workarounds in the first place. Dark 1.19 actually gives me the impression that there's always something possible even if everyone thought otherwise. And, last comment for today, I really think much can be done with T3Ed, even if it's also eight years old by now. So, I'm not trying to give precocious advice, just arguing from my tiny provincial position. :erg: