Bardic on 6/2/2006 at 23:26
Well, loading it, doing a Build all, and saving it, it is a 39MB .unr file. That is a lot of BSP. It bogs down the flesh view in the editor.
I should probably replay the mission and watch as I go through to see where some main things are that can be deleted and replaced with smeshes. I can't promise anything, but I'll see if I can get into it. At least texturing things and making it walkable would be cool.
scumble on 7/2/2006 at 10:33
Sounds like the brushwork needs a lot of work. All sorts of detail brushes would have to go. One can only try and see how it goes.
Ziemanskye on 7/2/2006 at 18:59
I remember trying to work with the Thieves Guild a while back.
The place was totally unportalled, which crippled performance in the editor's flesh renderer, and a *huge* ammount of the level would have needed taking out and replaced with smeshes.
And in that case, as far as I could tell, a bit of re-planning because it had a swimming bit in it, which tds doesn't allow.
Komag on 7/2/2006 at 20:18
Didn't we all agree long ago that it would just be better to complete remake the missions from scratch? That way you could simplify the architecture, use meshes in places, and perhaps make some changes and adjustments to the whole layout in the first place to better work for Thief 3.
scumble on 8/2/2006 at 00:17
It's probably the best approach Komag. The converted missions could still serve as a guide for rebuilding of course - I'm pretty sure wierd errors are likely to creep in by trying to mould them into shape.
STiFU on 8/2/2006 at 11:11
My Pc even hangs up while compiling "the life of the party"... I didn't know that mission because i only played t2 half way through. *what a shame* So I wanted to have a look at it, because everybody's always talking about it. But actually I'm on it again and it's more fun than ever! ;)
OrbWeaver on 8/2/2006 at 12:35
I would use the converted missions as a scaffold, to keep the overall scale and proportions correct. The converted BSP could then be removed and replaced with more efficient static meshes and brushes on an area-by-area basis, until there was little or none of the converted geometry left.
Komag on 8/2/2006 at 18:03
Quote Posted by OrbWeaver
I would use the converted missions as a scaffold, to keep the overall scale and proportions correct. The converted BSP could then be removed and replaced with more efficient static meshes and brushes on an area-by-area basis, until there was little or none of the converted geometry left.
Now that's probably the best overall approach. Okay, someone go do it then, remake the whole Thief 1 and 2 for us :D :cool:
ZylonBane on 13/2/2006 at 00:27
Why? Even if it could be done, what possible benefit would there be?
As always, I'd be much more interested in the reverse process-- porting some of the better TDS maps into the Dark Engine. It is, after all, a generally more capable engine.
Komag on 13/2/2006 at 00:46
Quote Posted by ZylonBane
what possible benefit would there be?
C'mon, that's not fair. The obvious benefit would be to see and play our favourite old Thief missions with a nice facelift.
I'm in agreement that the gameplay (mainly the control) in Thief 1/2 is better, but pretty graphics and cool shadows and physics are nice too.