Please ask your basic (newbie) questions in here. - by scumble
Gonchong on 1/8/2005 at 17:59
Sorry if this has been asked before (search function down...)
When i try and add an objective in the conversation editor, I get the error
Cannot create conversation schema, failed to create directory [c:\programfiles\thief3edit\\content\t3\sounds\schemas\conversations\playergarrett\]
Schema changes allowed is true in user.ini.
Is it getting confused over the space character in the 'program files' folder? what about the double slash? anybody else having this problem with the standard installation?
Gonchong on 1/8/2005 at 18:26
OK, I changed my editor folder to c:\thief3\edit and it works!
So.. Don't install the editor to c:\program files !
I guess we need to get that into the installation wiki.
Crispy on 2/8/2005 at 08:40
Wiki'ed. Glad you got it working! :thumb:
Ziemanskye on 2/8/2005 at 10:06
I knew there was a reason you shouldn't do that, I just couldn't remember what it was!
bigall on 2/8/2005 at 16:23
ok guys next prob......since i cant make huge..maps as in dromed i have made the upper rooms in a mansion lvl on one map and the lower lvls on another map i have put the same stairwell in both upper and lower maps ..now how do i use the blue swirly teleport thingy to get from the bottom of the stairs in my lower room map to get to the top of the stairs in my upper lvl as in the game ?....or is someone working on a way to be able to use more meshs in a single map ..and not have to split the lvl into seperate maps??
Ziemanskye on 2/8/2005 at 16:28
You can build bigger so long as you expand the vertex pools. We are currently having trouble getting that kind of map to work on other people's machines (see SFM_zSchism...) though, so it might be wiser not to.
Otherwise, the instructions in the readme for the editor (they're on the wiki as well) are correct on the setup for teleports between maps, and if you want the blue smoke it's Actor>Emitters>FX>TransitionSmoke<insert size here>.
ProjectX on 2/8/2005 at 16:36
Is there an action to put an AI directly into red_Alert
Also what condition is used to call a script when an AI gives up searching?
Bho on 2/8/2005 at 22:58
Hi, i'm having problems adding zone brushes to my level. I normally add these to doorways, but when i do this, i quite often get a big hole in a wall somewhere else in the level. Sometimes this hole can appear right next to the zone, though it often appears in other sections of the map.
Also, when adding zones to a doorway to seperate two rooms, should I use two zone brushes(one on each side of the door) or just one in the doorway?
Ziemanskye on 3/8/2005 at 16:14
Bho, check the wiki page about BSP brushes, there's a link at the bottom to a great site explaining BSP hole and how to fix/avoid them.
As for portals in doorways, it depends a bit. Just use the one unless you need two to make the lighting on either side display right.
There may be a high limit to the number of zones you can have, but the more of them there are, the more inconvenient they can be with ragards to sound distortion and propogation, so use as few as you can while maintaining performance and effects.
Bho on 4/8/2005 at 23:40
Thanks, Z. Turns out that i had some brushes which were off the grid (guess i was a little too trigger happy with vertex editing), and the holes dissapeared after fixing them.