Please ask your basic (newbie) questions in here. - by scumble
GlasWolf on 14/12/2005 at 02:46
Quote Posted by STiFU
So what exactly do you want to do glaswolf?
It is teh secret. :sly:
Assassin X on 19/12/2005 at 22:19
I gosta a nobbzie question!!! lol. Ok, I haven't been here in a few months (my old account is gone?), has anything big been released to download by you amazing people?I noticed some things like "Roope Arrows" and some level things but I ahve a hard time sorting through all the posts its overwhellming!
I'm really looking for new levels, mods and things like new weapons.
STiFU on 20/12/2005 at 13:00
Real new weapons aren't out until now, as far is know. But ascottk used ropearrows in his FM "Krellek's Labyrinth".
Conceirning mods ands levels: There is the minimalist project which makes t3 more like classic thief. And there is John P's high-res texture pack, which looks pretty cool. Ascottk is working on a realist mod, in which he introduces more high-res textures. Just take a look at the (
http://www.shadowdarkkeep.com/) shadow dark keep. You can get all fanmissions there.
STiFU on 23/12/2005 at 17:41
Does anybody know how to get cumstom ladders running? I made up a Smesh for another version of ladder1FT. I set the pivot to the same point and tried to use the same collision model the normal ladder uses too, but it somehow doesnt work. Seems like garret always gets stuck in that ladder for a few seconds till he can jump out off it... Very awkward. I know i could just set the normal ladder to invisible and have my new one at the same point without collision, but it would be cooler to have it running the right way.
veledan on 23/12/2005 at 18:09
STiFU wrote:
Quote:
I know i could just set the normal ladder to invisible and have my new one at the same point without collision, but it would be cooler to have it running the right way.
Does it work if you subclass the existing ladder 1ft and add property Render > Objectmesh and change the mesh on the new archetype to your new one? Your new ladder will inherit all the properties of the original ladder that way.
EDIT: Or did I miss the plot here and the problem is something in the mesh itself rather than the actor properties?
STiFU on 23/12/2005 at 19:05
I did it exactly the way you just described. Sorry, should have added it to my post. As you can see it doesnt have anything to do with the settings. I imported the normal ladder1ft mesh into 3ds and modeled mine "around" it.
Judith on 30/12/2005 at 20:02
Hi there. I'm trying to find a way to name one of the objects. It's a key, and the only thing that appears on the screen is name "Key", and I'd like to change it: let it be "Cellar Key" for example. InvName doesn't work, actually the key becomes "(null)". What did I miss?
Ziemanskye on 30/12/2005 at 20:58
It has to be named in one of the schema files, probably Misc.sch, but I forget which one in specific.
Judith on 30/12/2005 at 21:29
Thanks for the clue Ziemanskye!:thumb: Actually it was in the Inventory.sch file. All I had to do is to add following lines:
Code:
TextEntry
t_YourItemName
lang_english 2005-12-30 22:15:00 "Item name"
(Don't know whether the date and time is relevant here, but I added it too)
Then add InvName property to the item, change the default string to "t_YourItemName" and everything works fine.
Judith on 6/1/2006 at 18:12
Sorry, I couldn't find this in any of Wiki, or Komag's tutorial - how shoud I create a simple trigger, e.g. Garrett passes by a certain point, and says something, or a sound is played, or a giant vase falls down on his head ;). In UEd there was a trigger marker (actually many kinds of nice and complicated triggers!), working when you got within it's radius. I can't find anything like that here...:erm:
Edit: Ok, I've found it. A Volume acts as a script trigger.