Please ask your basic (newbie) questions in here. - by scumble
Ziemanskye on 20/7/2005 at 00:33
Zones are the areas between portals - a ZoneInfo actor ought to be placed in each to tell it what kind of sound distortions to apply, or what ambient noises and stuff like that.
Just by placing one it should work, but maybe they are just relics and only control the sound now.
Personnally, I'd reckommend that you use the global version, with a value of about grey 16, so the entire level gets a little brighter. But I don't think that's the effect you are after.
Other wise, what with being so late and not being sure of the setup, I guess the only other real option is to take normal light and make sure it has a big radius. If you want it to be flat (and maybe overpowering) use a FleshLightType = AmbientVertex. If you want really bright like sunlight, try the FleshLightType = Directionals, thought they need the extra DirectionalLightShape property too.
If you can get a FleshLightType = Ambient to work though, I'd love to hear how.
nomad of the pacific on 20/7/2005 at 06:28
Zone Lighting:
Delete your Zone Properties actor. Open the View menu and select Show Zone Properties Dialog. A pop up will ask if you want to add an actor in zones with no actors. Say yes. (I suggest these steps just as a precaution to ensure that the editor is happy with your actor.) Right click your Zone Properties actor and select Properties from the pop up window. Select the lowest Properties rung on the ladder. Right click it and select Add Property. In the left column, select Lighting. In the right column, select Volume Properties. Open the rung created and set Volume Brightness to whatever looks good for your level.
bigall on 24/7/2005 at 10:11
can someone tell me how to use banners i can place then easily enough but they are all just a cream colour i asume there is some way to reskin them if so how?
finalglyph on 24/7/2005 at 10:54
:erm: Hy.Don't want to intrerupt,but I get an error messange each time I try to open the T3Ed.Here's the message:''You must launch theThief: Deadly Shadows editor from T3.exe with the ''editor'' commandline argument''
I've just downloaded and installed the editor and I didn't find anything helpful in the readme.
Can anyone tell me what is that about?
Ziemanskye on 24/7/2005 at 11:21
finalglyph - you need to create a new shortcut to the file t3.exe, then open the shortcut properties and add -editor to the end, so the path looks kind of like this:
Code:
C:\Thief3\System\T3.exe -editor
bigall - to use other skins on the banners, you need to either select a different skin in the staticmesh browser before you place it, or rightclick on it and use the sub-menu on the bottom. To add a new skin, you need to select the texture you want in the texture browser, then ALT+LMB on the part of the banner you want to change, like you change any other static mesh.
bigall on 24/7/2005 at 12:27
thx for the info ...
finalglyph on 24/7/2005 at 14:36
Yeah,thanks for the suggestion.Sorry for the disturbance
Ziemanskye on 25/7/2005 at 10:44
no problem, it is kind of what this thread is for after all.
:D
bigall on 26/7/2005 at 14:01
anyone now how tomake garret say something at a specific spot in a map in T2 ..it could br done with a bounding box ?...have tried using amb marker but that plays as soon as you enter the game ?.,or making a very small portal zone around the marker but as of yet no luck , any way to make this or another marker only have a smaller range or is there a proper way to do it
Rantako on 26/7/2005 at 16:12
Quote Posted by bigall
anyone know how to make garret say something at a specific spot in a map
One of the many things needing Trigger Scripts. You would have to make a script something like this: (This probably isn't the exact wording of the script, but close enough :p )
Conditions:
When linked volume [MYSELF] is breached by [Player]Actions:
Play sound schema [Whatever] in 2D soundWhere 'Whatever' is the name of the schema you want to play. This can be used for any sound, not just Garrett's speech. You would then place a volume wherever you want G to be when he speaks, and give the volume this script.
I think you can do this with zones as well, but I haven't looked into it yet and so can't help.