Please ask your basic (newbie) questions in here. - by scumble
Judith on 22/1/2015 at 10:31
I found something that, in theory, should be compatible with T3Ed, but I couldn't get it to work: (
http://wiki.beyondunreal.com/UE2:Cubemap_%28UT2004%29)
I rarely use cubemaps based on the level, but if you really need that, you can set up your Viewports to Floating, set your Perspective window to a square shape, snap the camera to grids (EdShouldSnap) and make screens this way. Crude and time-consuming, but effective.
As for the second question, you just need to pick the sound category from the drop-down list, and save the material, the library, and export it to .mlb. Textures should use it automatically. For meshes you have to select the mesh in browser and choose the collision category. Usually it's Exact (same as the shape of your model), Artist-generated (if you did it in Max manually), or None. If you did everything right, you should see 'Unassigned' replaced by proper sound category in mesh browser.
Le MAlin 76 on 22/1/2015 at 11:23
Oh yeah, and with tranform -->Mirror x, y z we can have a perfect control of direction of the camera.
Le MAlin 76 on 28/1/2015 at 11:33
It's possible to use texture animation ? I have seen in unreal documentation that unreal use it, with texture_a00.dds , texture_a01.dds etc. But Thief 3 can use too ?
Judith on 28/1/2015 at 14:59
You'll have to make a mesh and a set of materials that would be 'frames' of such animation. You'll have to apply them to the mesh one by one, as new 'skins'. Then you can use script to change those skins over time. Don't think it's a good idea (it's expensive with larger textures, performance-wise), but you can do it.
fortuni on 26/8/2015 at 12:24
A couple of simple questions from a newbie
Having just finished doing walkthroughs for all the T1/TG missions i thought i install the T3 editor to see if i could work out how to get around the editor and thus maybe take on writing walks for all the T3 missions as my next project......However after i installed the editor (extracted it into my T3 folder) 2 major issues
1. T3ed.exe would not launch saying i could only launch T3 editor from 'command-line argument'
2. When i tried to play a mission via FMsel a warning box came up saying this programme is not commonly downloaded from the internet and could harm your computer do you wish to proceed anyway, but when i said yes my computer just went to a blank screen. im not sure whether it was meaning T3 game, FMsel or the sneakyupgrade but still the editor kind of messed up my T3 install and i have had to re-install
can any one help me out here, where did i go wrong ? or is the Editor only meant to be used with a clean install with NO sneakyupgrade / FMsel / FMs installed
Whilst asking i may as well ask now, when writing the T1/TG walks i used Dromed to generate reports to find loot, keys powerups etc and learnt how to use Dromed to find out how doors were linked to switches etc, and it helped me work out how to get past various obstacles by checking out the properties box...i also found object hierarchy as useful tool.
Are there the equivalents in T3 Editor which would help me find everything i wanted to find in the FMs if i decide to take on this project
thanks in advance
J
snobel on 26/8/2015 at 17:59
First off, as far as I know, it's not possible to load FMs as they are into the editor to snoop around - you need the 'uncooked' maps for that, so you'd have to ask the various authors for the .unr files.
For T3 it's best to keep separate installations for the game and editor. I'd recommend following (
http://www.shadowdarkkeep.com/files/komagtutt3.htm) Komag's tutorial, but when you reach the "install thief 3 launcher" item then install the (
http://www.ttlg.com/forums/showthread.php?t=139684) editor edition of the Sneaky Upgrade instead. It makes a few things easier, one of them is that you can launch the editor directly.
fortuni on 26/8/2015 at 19:46
Thanks for that snobel....I kind of guessed on those lines
I have only one other question
what am I going to do for my next project then ?
:confused:
Beleg Cúthalion on 31/8/2015 at 06:24
Str8g8 already shared the unr files for his The Bridge (couldn't find them online now but I should still have them on my HD) and I wouldn't mind sharing mine, too. There is a lootlist tool in T3Ed but it doesn't give you the objects immediately, just their object names AFAIK. Plus, missions with randomized loot would have too much of it anyway, also the keys issue wouldn't be too simple since there are many ways to do stuff like this in T3Ed. However, in the worst case you could always ask here.
And use the Sneaky Upgrade by snobel to run T3Ed. There's really no reasonable alternative nowadays.
snobel on 2/2/2016 at 11:56
As you may know fortuni has been writing walkthroughs for all the T3 FMs and he's come across an issue with the loot list, as accessed from the gear screen or when visiting a fence.
If there's two "Copper Bowl" one at 100g and one at 50g then the loot list will show either two Copper Bowls worth 100g or two worth 50g depending on which one is picked up first. So the loot list total will be different from the game stats total, and you will get the wrong amount when selling it to a fence.
So I'm working on a fix... It records every loot pick-up on a more detailed internal list and then feeds the game the correct values as needed. So far it appears to work but I'm a bit worried there may be non-obvious ways of adding loot to the list, without having the player doing any frobbing.
I've skimmed the triggerscript actions and found "Cause an event as if object [LinkFlavor] had frobbed object(s) [LinkFlavor]". Could that be used, and how? Any other ideas on how to break this? :)
Beleg Cúthalion on 3/2/2016 at 07:19
I believe the game will take the archetype's re-selling value for those lists grouped by item type while the actual value (or first value, as you noticed) is the one taken from each object's own properties. To me it looks like something that can only be fixed in the maps themselves unless of course you want to undo the author's work by setting all loot values to the standard one.