Please ask your basic (newbie) questions in here. - by scumble
MoroseTroll on 8/10/2013 at 06:05
A little offtopic (may dear moderators forgive me): Dear T3 FM authors, please visit (
http://www.ttlg.com/forums/showthread.php?t=142511) the topic about the Dishonored Map Editor and vote whatever you want. It's important for me to know your opinion. Thanks in advance :).
lolkabl on 7/2/2014 at 16:49
Now I'm working at the properties' count. What I've had (my DUMPINTERNALPROPINFO):
Code:
Total Number of Properties Stored: 52684 [ 70002] (.\PropSysInternals.cpp : 257)
Used But Freed: 1531 [ 70003] (.\PropSysInternals.cpp : 261)
Property Tag : 8898 [ 70003] (.\PropSysInternals.cpp : 271)
Property Touching : 8089 [ 70022] (.\PropSysInternals.cpp : 271)
Property StaticMesh : 7615 [ 70033] (.\PropSysInternals.cpp : 271)
Property ObjectMesh : 7090 [ 70045] (.\PropSysInternals.cpp : 271)
Property Group : 2885 [ 70143] (.\PropSysInternals.cpp : 271)
Property CastShadows : 2650 [ 70149] (.\PropSysInternals.cpp : 271)
Property Instigator : 2287 [ 70157] (.\PropSysInternals.cpp : 271)
Property bHidden : 1875 [ 70167] (.\PropSysInternals.cpp : 271)
Property DrawScale : 860 [ 70191] (.\PropSysInternals.cpp : 271)
I deleted all CastShadows properties (i will return them, of course), few areas (they are pretty useless for missions, but i didn't want to remove them), some objects and almost all groups (my mission based on Shalebridge Cradle, these groups were made by developers, and they make ~2-3k properties without a profit). There were left about 42k properties. Game can be saved already, but I still have to add shadows and few more AIs. I've tried to remove Tag property from all objects.
I've selected all actors (some haven't selected because my group is hidden, so there are some Tags left), went to Properties; added Event>Tag to them and removed (so i have all selected actors without Tag property). And what i have now:
Code:
Total Number of Properties Stored: 34868 [ 61979] (.\PropSysInternals.cpp : 257)
Used But Freed: 1357 [ 61979] (.\PropSysInternals.cpp : 261)
Property Touching : 7008 [ 61979] (.\PropSysInternals.cpp : 271)
Property StaticMesh : 6671 [ 61987] (.\PropSysInternals.cpp : 271)
Property ObjectMesh : 6198 [ 61998] (.\PropSysInternals.cpp : 271)
Property Instigator : 2039 [ 62096] (.\PropSysInternals.cpp : 271)
Property bHidden : 1693 [ 62104] (.\PropSysInternals.cpp : 271)
Property Tag : 895 [ 62123] (.\PropSysInternals.cpp : 271)
Property DrawScale : 744 [ 62126] (.\PropSysInternals.cpp : 271)
And I like it. I can return Morgue back )
Well, why I'm writing all this: Does anybody know, is property Event>Tag necessary? I didn't find something about it on TTLG. Google also doesn't say much, I found this: (
http://wiki.beyondunreal.com/Legacy:Event). But scripts work fine in game mode, AI kept patroling, links aren't broken. Does anybody tried that too? Can be some other problems here?
And btw, what is "Touching"? :D
snobel on 8/2/2014 at 14:07
That's quite a difference - very interesting! :cool:
Beleg Cúthalion on 10/2/2014 at 20:47
I wouldn't dare messing with these apparently core-related things, but that's simply because I'm a noob. :p But does deleting properties of every single actor reduce the PSC in the first place? And if yes, is everything moved to "used but freed"?
BTW, this might be moved to the "Quirks etc." thread where we already talked about this issue.
lolkabl on 11/2/2014 at 13:52
Quote Posted by Beleg Cúthalion
But does deleting properties of every single actor reduce the PSC in the first place? And if yes, is everything moved to "used but freed"?
Answered about deleting properties in "Quirks etc." ) (
http://www.ttlg.com/forums/showthread.php?t=91954&page=3&p=1998974#post1998974)
Quote:
I wouldn't dare messing with these apparently core-related things, but that's simply because I'm a noob. :p
I'm afraid to do that too. Maybe it's atavism, but who knows?
Now it works without tags, scripts have no problems, books can be read, items frobbed, etc. It's also goes fine when I launch with T3Main.exe. I will wait a little more, maybe somebody can tell that it's true :D Otherwise i will pack mission and test on few computers. If all of them will show good result, i can think, that Tags are atavism.
And i still don't know what "Touching" is, keep looking :D Probably i will should to work with NavMeshes also.
As Tiens said, big maps do not forgive mistakes.
But it's a good experience anyway.
Quote:
BTW, this might be moved to the "Quirks etc." thread where we already talked about this issue.
I were thinking about it, but as my question is about one specific property (Tag), everything else just for info why i make it, i decided to message here. Maybe I'm wrong )
pookpunk on 25/2/2014 at 15:16
I'm curious, what exactly is possible with the T3ed editor? And most importantly, is the following possible:
- Can I import my own objects into the map? What 3d apps are compatible with T3ed?
- Can I use use my own textures for level maps/objects?
- Can I change the character models, weapons, and animations?
- Can I add my own music, edit sounds, and create flybys/ cutscenes?
- What scripting language does the editor use and can I create traps?
- Lastly, can I change game menus backgrounds/icons?
Beleg Cúthalion on 26/2/2014 at 06:59
Hi there,
if you have a look at the forum and the Fleshworks Wiki, you will see that most of your requests can actually be fulfilled.
Quote:
- Can I import my own objects into the map? What 3d apps are compatible with T3ed?
Sure, however you need 3D Studio Max 5.0/5.1 to do the export. But some members here have it, so it should be possible to convert it from other programs more or less. This FM made intensive use of custom objects: (
http://www.youtube.com/watch?v=UeJ9vIqSYxE)
Quote:
- Can I use use my own textures for level maps/objects?
Yes, see the video above. Actually, it might be that you need 3DS Max only for exporting new material libraries and the objects can be done otherwise...not sure. In any case, even without the program, str8g8, author of the Bridge FM, made a dummy matlib available which you can fill with your custom 3ds textures.
Quote:
- Can I change the character models, weapons, and animations?
Few people have done this, but it's (
http://www.ttlg.com/forums/showthread.php?t=142471) possible.
Quote:
- Can I add my own music, edit sounds, and create flybys/ cutscenes?
The Bridge and e.g. my own FM have custom music, so yes, this is possible. Custom AI voices, too, but that's more of a hassle. Flybys can be found here: (
http://www.youtube.com/watch?v=zupUr7v7ih8;) otherwise The Bridge uses an in-mission cutscene with a bik file.
Quote:
- What scripting language does the editor use and can I create traps?
The Fleshworks Wiki is still offline but I've finally sent the backup to Sxerks so he might put it on the Dark Wiki soon. In short: You can find almost anything and if not there might be workarounds. There is a huge list of conditions and actions from which you can construct and save your own scripts. If you remember all the changes that happen when entering the stitch mode in the Cradle (skybox, lights and lighting, AIs and their patrols, music, fog and emitters) – all this happens with scripts.
Quote:
- Lastly, can I change game menus backgrounds/icons?
That's what JohnP already did. Buttons are textures objects, the menu background is a bik file.
pookpunk on 26/2/2014 at 16:28
Quote Posted by Beleg Cúthalion
Hi there,
if you have a look at the forum and the Fleshworks Wiki, you will see that most of your requests can actually be fulfilled.Sure, however you need 3D Studio Max 5.0/5.1 to do the export. But some members here have it, so it should be possible to convert it from other programs more or less. This FM made intensive use of custom objects: (
http://www.youtube.com/watch?v=UeJ9vIqSYxE)
Yes, see the video above. Actually, it might be that you need 3DS Max only for exporting new material libraries and the objects can be done otherwise...not sure. In any case, even without the program, str8g8, author of the Bridge FM, made a dummy matlib available which you can fill with your custom 3ds textures.Few people have done this, but it's (
http://www.ttlg.com/forums/showthread.php?t=142471) possible.The Bridge and e.g. my own FM have custom music, so yes, this is possible. Custom AI voices, too, but that's more of a hassle. Flybys can be found here: (
http://www.youtube.com/watch?v=zupUr7v7ih8;) otherwise The Bridge uses an in-mission cutscene with a bik file.The Fleshworks Wiki is still offline but I've finally sent the backup to Sxerks so he might put it on the Dark Wiki soon. In short: You can find almost anything and if not there might be workarounds. There is a huge list of conditions and actions from which you can construct and save your own scripts. If you remember all the changes that happen when entering the stitch mode in the Cradle (skybox, lights and lighting, AIs and their patrols, music, fog and emitters) – all this happens with scripts.That's what JohnP already did. Buttons are textures objects, the menu background is a bik file.
Thank your for answering my questions. Helps ALOT! However, I'm not sure where I am going to get 3dsmax 5.1. Isn't that an older version? I'm a student and I know autodesk provides student versions, but I doubt that give students access to older versions.
Beleg Cúthalion on 27/2/2014 at 10:59
You might consider PMing Judith because he owns the thing AFAIK and might help you with exporting stuff or maybe otherwise. Unfortunately I haven't found it as a second hand deal yet.
Le MAlin 76 on 10/6/2014 at 14:25
I have a problem with Max 5.1:
Loading DLL's
DLL <E:\etc.\IonShader.dlt> failed to intialize.
My installation:
[Directories]
Standard MAX plug-ins=C:\3dsmax5\StdPlugs\
Additional MAX plug-ins=C:\3dsmax5\plugins\
T3 Shades=E:\Program Files (x86)\Steam\SteamApps\common\Thief 3 Edit\Utility\Max\Plugins\HardwareShaders\
T3 Std=E:\Program Files (x86)\Steam\SteamApps\common\Thief 3 Edit\Utility\Max\Stdplugs\
T3 Plugs=E:\Program Files (x86)\Steam\SteamApps\common\Thief 3 Edit\Utility\Max\Plugins\
T3 MatLib=E:\Program Files (x86)\Steam\SteamApps\common\Thief 3 Edit\Content\T3\MatLib\
T3 MAT=C:\3dsmax5\MatLibs\T3
[Help]