Please ask your basic (newbie) questions in here. - by scumble
STiFU on 7/3/2006 at 17:07
Quote Posted by CD Set
To Tithian: I had the same problem, and obviously (as the link StiFU provided says) it's a problem caused by the texturing or something (such as applying an alpha texture on the outside of the room(?) Correct me if I'm wrong.)
Rather something than the texturing... :D You are partly right, but most of those errors are caused by too complex brushes. as an example: You have a cube and lower one of its upper vertices. Every 3d-modeling tool like 3ds or c4d would make 2 polys out of the upped poly, but t3ed can't do this. This screen should point out what I mean:
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http://imageshack.us)
Inline Image:
http://img105.imageshack.us/img105/5377/vertexediting7gw.jpgBut it is better to track an error down than building something on it so that it isn't seen, because the same error can 'cause multiple ones at parts of the map which don't even necessarily have to tough that brush. The tutorial i gave you shows how to track those errors down. (follow the cuts in the zoneportal mode etc)
Quote Posted by Tithian
How do I make so that I can pick up an item? I've tried to add the property "IsFrobable" and set it to true but still no luck.
So you want to make a crate or something else that can be picked up? You will have to set bls_junk to true so that it is an object that you throw away after frobbing and you have to change some actor settings. "notmoveablerender" and "notmoveablephysics" must be set to false. You might want to edit the object's weight too, so that it sounds correctly if you drop it and so on.
Quote:
I've got some windows but I would like to have some light coming in through them to give them that bloomy look. How do?
I don't know exactly what i mean, because the usual thing is that windows are already glowing. But you can always add some spots(without shadows) to a window to make it look brighter. If you mean that a window's frame should glow, take a look at (
http://www.ttlg.com/forums/showthread.php?p=1385518#post1385518) this.
ascottk on 7/3/2006 at 17:20
Quote Posted by Tithian
How do I make AI sleep in beds and sit in chairs?
There are sleeping and sitting links FROM the AI TO the bed or chair. One of the beds do not have a proper hard point for sleeping though.
Rantako on 7/3/2006 at 18:19
Quote Posted by Tithian
When I tried to make a hallway I ended up with a big hole in one of the walls.
What I did was that I copied the build mesh (at least that's what I think it's called. I barely know the names of any of the stuff in T3Ed yet) from my starting room and used the vertex(?) thingy to resize it to a hallway. Then i clicked Subtract and Build all. And there it is! A hole!
As STiFU said, this is caused by complex brushes - however, it can also happen with simple brushes if they are off grid. (Looks like this is what's wrong for you) Click Tools -> Report Off-Grid BSP to bring up a window where you can align off grid brushes. It's a good idea to do this regularly.
Quote Posted by Novice
Just one more question for now, when I try to create objectives i get a message saying "Cannot create conversation schema; failed to create directory c/program files... ...playergarrett!" and then another saying "Failed to save schema (filename) to disk; it ought to be checked out - make sure it's not still read only." does anyone know what this is about? i definately have [Conversations] allow conversation changes=true in my user.ini.
This happens if you have any spaces in the editor's file path (such as C:\Program Files\Thief - Deadly Shadows). The only way to fix it is to move your whole editor folder to somewhere with no spaces - something like C:\Thief3. Of course, you'll have to change the registry entry again...
Quote Posted by Tithian
How do I make so that I can pick up an item? I've tried to add the property "IsFrobable" and set it to true but still no luck.
Basically do what STiFU said, and you also need the property Highlight -> HighlightDist = 128 so you can actually hilight the object to frob it.
Those window effects are emitters - you can find them in the ActorClass Browser under FX -> Emitter -> WindowLightShaft (or something to that effect).
STiFU on 7/3/2006 at 18:57
Quote:
Basically do what STiFU said, and you also need the property Highlight -> HighlightDist = 128 so you can actually hilight the object to frob it.
Damn forgot that one... But it was only a quick answer without looking into t3ed anyway! *puh* ;)
Quote:
I meant so that you can see the light coming in through the window, just like in this screenshot.
Mind you that those ermitters are no lightsource. If you want the player to be enlighted or a shadow to be casted(like on the screen) you will have to add a spot light as well.
Novice on 9/3/2006 at 09:22
Thanks Rantako, it all works now!
STiFU on 11/3/2006 at 16:21
As many of you know my pc crashed and I had to rescue some files. I managed to backup the t3gamesys.t3u files. These files were tagged kind of. The filetypes were named .t3u1 to t3u39. But as I recently noticed I do still have the default gamesys loaded when I start t3ed. Any ideas how to get this fixed?
nomad of the pacific on 11/3/2006 at 16:39
Are you using dracflamloc's loader? You can select the gamesys with it. That saved me more than once! :cool: Just browse to the last known good gamesys before your crash. I used Explorer to find the right date.
STiFU on 11/3/2006 at 17:24
Nope! That didn't do it for me... I checked with various files, but no luck. Mind you that those are no standard t3u files, so they basically can't be browsed from within that tool anyway.
ascottk on 11/3/2006 at 17:58
Just rename the latest t3u* to just t3u in explorer.