Caradavin on 8/11/2008 at 10:13
Yes, I use grid snap.
Yes, I now can use the Add Skin mesh. I finally figured out what you guys were talking about.
I use the navmesh in your volume way. The pathfinding links are also perfect as they can be. I have never seen such lovely links. That does not get rid of the fact that I have to force the AI to traverse them, and that my puter practically fries trying to pathfind the over 9,000 links that suddenly appeared. I'm beginning to think it has something to do with creating stairs with the stair tool instead of using the meshes.
I use tutorials, I search the forums, and I try to do it all on my own. I will do that moreso after this post.
Edit: Okay, okay, so I was doing some things wrong. Thanks for helping me. I will try to ask less questions. If it makes you feel better, Beleg, I feel like an idiot now. **slinks away**
[NAUC]Chief on 8/11/2008 at 15:03
(
http://rapidshare.com/files/161830519/cowgen.zip.html)
I updated the guide linked on first page to suit this zip.
Rapidshare says it will only allow 10 downloads so someone may wish to mirror it.
I would mirror it myself if my web space weren't full with other Thief-esque related stuff already :cheeky:
It's possible to convert the entire thing into one easy to use .exe using PP and PAR, but it requires that you use a very old version of Active Perl to do so
Chief. :D
Caradavin on 8/11/2008 at 15:17
I deleted the three sets of solid stairs that I had, and the links went right down to 2800. Things are going much more smoothly. Beleg, that note on how to straighten out my brush fixed everything. Thanks, guys. I'm so close to the finish line that I can taste it. :sly:
Beleg Cúthalion on 8/11/2008 at 20:09
Quote Posted by Caradavin
If it makes you feel better, Beleg, I feel like an idiot now. **slinks away**
Oh no, not at all. It was just a comment about the dynamics here. I'm not a friend of starting threads
myself. I have to moderate the German Eidos Thief sections and unlike ttlg we're able to maintain order - almost no redundant threads, they're all glued to each other - but that's just my personal thing. Concerning T3Ed, I'm glad about every single person who tries it, that's why I really accept smalltalk and everything-not-so-strict here. :) Plus, that was really nothing against you in any way.
Until clearing finds it: Cow Gen hosted.
Edit: File deleted because pavlovscat found it.
[NAUC]Chief on 8/11/2008 at 21:49
Quote:
Concerning T3Ed, I'm glad about every single person who tries it
I tried it, turned out to be Unreal Ed in disguise, can't trust anyone these days :cheeky: ;)
I still have T3Ed Enhanced from looongg ago, why did New Horizon remove all d/l links to it anyway?
Beleg Cúthalion on 8/11/2008 at 23:50
He sent me a link but the archive was broken and he hasn't replied since then. I'll write him again in a few days if nothing else happens.
I've managed to get the smaller fonts and higher mouse speed (not the sensibility from the default.ini, that made it even more rollercoaster-like) out of the Minimalist Project but not the tweak to prevent Garrett from walking little circles when turning around. It's literally between the lines...erm...files. I had hoped to get this with T3EnhancEd, but the error occurred somewhere in the textures and I haven't got further. Plus, since for instance all the scripts are stored by indices I cannot simply add them to my own. I'd have to look for the single threads and re-create holy water arrows, inventory books etc. all by myself. :erg:
Beleg Cúthalion on 9/11/2008 at 08:30
Have you ever played TDS with the MP? Makes you wish it back after de-installing it again, although the gameplay changes are a little non-classic. But it would be a shame if all these TDS tweaks would be forgotten by the editing community.
Beleg Cúthalion on 9/11/2008 at 17:28
It was designed for TDS, so it copies a couple of altered inis, t3us (gamesys) and re-writes some missions, the csc archives (AFAIK) and exes. Oh, and the menu background video. The list of changes should be in the sticky thread, so I won't name them now, but e.g. all the difficulty goals are altered (assassin, thief, ghost mode and the like). The HUDs are different as well, a thing I haven't adapted for now, although I'm inclined to quicken the objects/weapons cycle HUD. But the movements are the biggest issue for me.
Caradavin on 9/11/2008 at 17:45
Is this the Dark Mod we are talking about or some enhanced ed? I'm not certain, but from what I am reading it seems like enhanced ed for t3?? Sounds interesting....
Update on pathfinding for stairs - didn't work as well as I thought. Now, I'm fiddling with navmesh subtraction brush, and fiddling with the stair properties. I think I used the wrong type of stairs because it was not originally even marked to be considered on the navmesh. I will figure it out, though. If not, I will be posting pics of the pathfinding links. What I thought was perfect actually has a broken link with a bumper on the second to third step. :laff:
What I've done so far - I set the stairs to have the navmesh surface and subdivide props. Didn't work. Took off subdivide after looking over some OM navmesh props. Still didn't work very well. Put a sheet of subtraction navmesh under stairs to get rid of annoying Y's beneath the stairs. Still not working. Getting somewhere, but I'm not sure where that would be - hahahahahaa
Beleg Cúthalion on 9/11/2008 at 19:26
Well, just build a sloped brush (which has an "added" surface), put a stair SM with no navmesh-related checks from the browser on it and you're done. :p No volumes, no navmesh properties. I think Komag explains this in the tutorial.