Beleg Cúthalion on 18/9/2009 at 14:03
Here we go. I'll try to keep the first post updated so we can keep this as a little to-do list.
Inn - footprints and floating arrows removed
General notes: more rooms to explore...?
Castle - (
http://www.jaybmusic.net/Eidos/Thief3Gold/CastleGold.unr) merged, patrol paths reconstructed, torch switch scripts fixed
General notes: Intersection area has crickets only on one side, despite the zone property actors being the same.
PaganIntro - (
http://www.jaybmusic.net/Eidos/Thief3Gold/PaganIntro1.unr) merged
General notes: don't know about fixing the dead body thing, otherwise we might consider ShadowSneaker's attempt to enlarge the map
Change list for vanilla install:HammerIntro - (
http://www.jaybmusic.net/Eidos/Thief3Gold/HammerIntro1.unr) merged (Original filename! Please make sure to back up the original map 1!)
General notes: tested until the return-to-courtyard objective, but I trust it works
SeasideMansion - (
http://www.jaybmusic.net/Eidos/Thief3Gold/SeasideMansionGold.unr) merged
missing cave section designed, volumes fixed
Dungeon - (
http://www.jaybmusic.net/Eidos/Thief3Gold/dungeon1.unr) merged (Original filename! Please make sure to back up the original map 1!)
General notes: problem with missing objectives after save & reload (probably true for all maps until now;
Clocktower - (
http://www.jaybmusic.net/Eidos/Thief3Gold/Clocktower.unr) merged (Original filename! Please make sure to back up the original map 1!)
General notes: top room might deserve a half-transparent window with a nice view over the City; main goal (stop the machinery) didn't work the last time, but I don't know yet if this was due to the scripts, my fault as a player or something else
Change list for vanilla install:Static Meshes:
the two different staircase meshes in the new transition zone need STM steps texture and skin name
Keeper Compound - (
http://www.jaybmusic.net/Eidos/Thief3Gold/KeeperCompound1.unr) merged
WIP
HauntedHouse - (
http://www.jaybmusic.net/Eidos/Thief3Gold/HauntedHouse1.unr) merged (Original filename! Please make sure to back up the original map 1!)
General notes: should work basically; courtyards of both maps preserved due to their different look and the otherwise very small playground
Property storage count exceeded when saving, but snobel might have a fix for that to squeeze out a few more property slots
Change list for vanilla install: Scripts: [INDENT]HHSecretDoorFrobbable --> CONDITION changed to "When goal [obj_FindAndBurnClothes] changes from [kGS_Hidden] to [kGS_Pending] (before: When map starts, arriving... and Query if goal [] is [kGS_Pending])
BloodstainFrobbable --> CONDITION changed to "When goal [obj_FindSerumAndCleanBlood] changes from [kGS_Hidden] to [kGS_Pending] (before: When map starts, arriving... and Query if goal [] is [kGS_Pending]) [/INDENT]
Museum - (
http://www.jaybmusic.net/Eidos/Thief3Gold/museum1.unr) merged
Genral Notes: Loading zones are in one case far away from each other. A longer new hallway is required and I think there were some property storage count issues. Problem solved, hallway and staircase copy-paste-built, AI added, no PSC issues until now, looks promising.
Even more general notes: all EnterLevelInfo and also playerstart teleport entries are set to the first map (e.g. Castle1), so the string_tags *.sch files can be adjusted to that, saving names (LevelEnterText in Misc.sch) could be changed to the actual mission title or a shorter version (Bloodline, Cradle etc.)
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The linked files are by now outdated. All unr files which form the basis of the T3G update included in snobel's SneakyUpgrade can be downloaded (
http://www.jaybmusic.net/Eidos/Thief3Gold/T3GMaps.7z) here. Drop me and/or snobel a line if you plan to use them in your own project, we would appreciate it.
New Horizon on 18/9/2009 at 15:37
Quote:
Inn – untouched yet
General notes: blue footprints et alii I guess
I had started a revamp of this mission a few years back, but sadly I no longer have the files.
I was expanding it and turning it into a real mission, with some extra rooms, more patrols, goals and less of an 'on rails' feeling. I think this mission could really benefit from a revamp.
Beleg Cúthalion on 18/9/2009 at 18:14
Honestly I could need a simple design task instead of doing only the handicraft. :p We'll see. I believe the City sections with their dozens of objects (I don't even want to start to re-do all the patrol paths) could only be merged in a practical way, like SQ with Garrett's apartment and Pavelock.
Ah, now I know what I have forgotten this afternoon. Level properties.
Flux on 18/9/2009 at 19:54
(
http://thief.bittersense.com/CastleCombined.unr) http://thief.bittersense.com/CastleCombined.unr
Here is castle combined. There is some problem with skyline meshes around towers, but can be fixed easily. Also the decorative actors from castle2 is missing, because they caused the crash problem. I copy-pasted brushes first, meshes second and lights lastly, without crash.
Enjoy, I'll see what I can do with the museum
Beleg Cúthalion on 18/9/2009 at 20:21
Ah, thanks. :) I even wanted to ask a couple of days ago whether or not you were washed away during the flood.
Have you checked scripts, links and objectives? I believe the torch lever script works with an on-load/query lever frobbed flag thing, so it must be changed. Plus, usually all the links are only preserved when both ends are copyed. This might work when links as usual consist bewteen actors only but I wouldn't be too sure about it. I'll have a closer look.
Flux on 18/9/2009 at 20:28
No I haven't checked any scripts. Like I said, most objects from castle2 is missing too. Elevators, ai, books, any non-static mesh object. Some re-work is definitely necessary.
Museum is acting weird, dunno, will check later.
Beleg Cúthalion on 19/9/2009 at 20:54
I had already given up my oath to create no FM with loading zones so what the hell... after all this is about getting rid of loading zones.
Beleg Cúthalion on 18/10/2009 at 19:15
A little bump for the latest update: I've experimented with HammerIntro and while merging wasn't difficult (but re-creating the factory patrols was!), everytime I re-build the map I get a big BSP hole at the eastern outer gallery (the long balcony within the buttresses), probably caused by a subtract brush for the eastern side of the 1st floor foyer, which is nowhere near the upper area but the hole vanishes if I move the brush a bit. Apparently for that reason there is an added brush for the whole wall (yes, two surfaces above each other), but with everything I did I couldn't fix it. Maybe one of you guys has some free time to try it out (link above). Patrols, transition zone, triggerscript links for the difficulty actors etc. fixed, I just haven't checked anything else yet because of the BSP hole. And I really hope it's the only one.