massimilianogoi on 14/7/2007 at 16:53
Ok, after playing some Thief 2 fan missions, I found it great, and I want to do something great like that with T3Ed, but i need some help.
I have just three questions for you, but I don't expect that you answer, due to the complexity of my requests:
1-) There's a software that captures movie clips of the scene when I play? I've seen something of similar in the Christine's movie introduction of "The Night Falcon" (good mission,especially the vampyres, great Christine!!);
2-) The CityWatch guards are rightly overlooking above the belted wall of the barrack:
Inline Image:
http://digilander.libero.it/maxath/thief/photo1.jpg But... something it happens... there's an attack!!
Inline Image:
http://digilander.libero.it/maxath/thief/photo2.jpg Now, why the guards are just patrolling around??
Inline Image:
http://digilander.libero.it/maxath/thief/photo3.jpg In what way it's possibile so that they shoots those damnded taffers beneath? It seems that the AIs above the wall doesn't recognize it...
LAST QUESTION:
3-) There's some IRC channel for instant messaging with some ttlg member about the world of Thief?
Ziemanskye on 14/7/2007 at 23:25
1 - try FRAPS.
2 - The vision cone is blocked by things, and doesn't have that big a "cone" to start with, so with a wall that high they may just not be able to see that far, they may physically not be able to aim that low either.
3 - I have no idea. Someone else will have to deal with that.
However. I think there's a rule somewhere around here about not embedding images that size directly into forum posts (not supposed to go over 640x480 as far as I remember), so you may also want to check either the forum terms and conditions or just shrink the images anyway.
massimilianogoi on 15/7/2007 at 01:30
Quote Posted by Ziemanskye
2 - The vision cone is blocked by things, and doesn't have that big a "cone" to start with, so with a wall that high they may just not be able to see that far, they may physically not be able to aim that low either.
Strange, because on Thief 2 the AI in this case have no problems to identify some enemy beneath them.
I noticed that the AI in Thief 2 have better vision that in Thief 3... or it's just my impression?
Quote Posted by Ziemanskye
However. I think there's a rule somewhere around here about not embedding images that size directly into forum posts (not supposed to go over 640x480 as far as I remember), so you may also want to check either the forum terms and conditions or just shrink the images anyway.
Ok, i'll take in memory, sorry.
Ziemanskye on 15/7/2007 at 08:54
It is possible that by default the NPCs in TMA can see further. "Better" is kind of relative, since they didn't have to cope with dynamic shadows, physics objects and real-time occlusion from staticmeshes.
But based on what I'd consider "normal" vision cones for NPCs, I'd say they aren't joining in simply because the wall is too high. Unfortunately my copy of TDS is broken again at the moment (probably because I'm trying to run things on Vista :( ) but there is probably a function in the debug menu - press backspace to open it - that lets you see the AI sensory ranges.
And there is similarly almost certainly a Property (or collection of Properties) you could change on the guards to make them more aware of things.
Beleg Cúthalion on 15/7/2007 at 09:41
I have no talent at all with the T3Ed, but since there is one archer in Stonemarket who is standing in front of a balustrade on 2nd-floor-level, I'd suggest that (in the worst case) you could try to add crenels to the wall so that the archers can both see and shoot the guys below. Another possibility would be (also just in case that you cannot change their vision etc.) to make walls at the sides of your battlement but build some stairs every 15 meters or something so that the archers can climb them to have a better view.
My humble two cents, to match the ttlg jargon.
massimilianogoi on 15/7/2007 at 15:44
Quote Posted by Ziemanskye
It is possible that by default the NPCs in TMA can see further. "Better" is kind of relative, since they didn't have to cope with dynamic shadows, physics objects and real-time occlusion from staticmeshes.
But based on what I'd consider "normal" vision cones for NPCs, I'd say they aren't joining in simply because the wall is too high. Unfortunately my copy of TDS is broken again at the moment (probably because I'm trying to run things on Vista :( ) but there is probably a function in the debug menu - press backspace to open it - that lets you see the AI sensory ranges.
Never used a debug console... :o :confused:
I should not know where to begin... Anyway, I will try it, we'll see what it get...
Quote Posted by Ziemanskye
And there is similarly almost certainly a Property (or collection of Properties) you could change on the guards to make them more aware of things.
For example? Where I have to look for it? Maybe is AISensory??
massimilianogoi on 15/7/2007 at 16:09
Quote Posted by Beleg Cúthalion
I have no talent at all with the T3Ed, but since there is one archer in Stonemarket who is standing in front of a balustrade on 2nd-floor-level, I'd suggest that (in the worst case) you could try to add crenels to the wall so that the archers can both see and shoot the guys below.
Already done... :( :tsktsk: And the result were: if the guard had the chance to stand in correspondance of the direction between the crevice and the target, then the guard shooted, otherwise he continue to patrolling around, without put itself in the right position to spy among the crevices.
Quote Posted by Beleg Cúthalion
Another possibility would be (also just in case that you cannot change their vision etc.) to make walls at the sides of your battlement but build some stairs every 15 meters or something so that the archers can climb them to have a better view.
My humble two cents, to match the ttlg jargon.
Mmmhh... interestin thing!! Tell me more about it, if you please it.
Describe me better about that stairs, with more details, it should be one great solution! :idea:
Ziemanskye on 15/7/2007 at 16:10
No idea. As I said - my copy is broken for the moment. However, AISensory and AIBehaviour, and generally anything else that starts AI and looks like it might be useful is the kind of place you'll need to be.
The debug menu has some useful things in it: it's just a visual menu of things that can be typed manually into the console (if you know what the commands are, which I don't), but it lets you see things like the shadow volumes objects cast, and the collision models of various things, and how sounds are propogating through the environment and such like, so can be quite useful. You'll just have to experiment to work out what you want to use when while you're making levels.
nomad of the pacific on 15/7/2007 at 16:13
Yes. AISensory/VisualAcuityMultiplier. Bounce it up to 3 or 4. That still won't help with the vision cone, though.