New Horizon on 29/10/2009 at 14:51
Quote Posted by Beleg Cúthalion
I hate to disturb your fantasy-nostalgia...
It's good fantasy nostalgia. :) It's pretty neat being able to run around the T3 city in T2...although design wise, it still doesn't feel quite right. The T3 designers didn't quite get the whole steampunk aspect.
Beleg Cúthalion on 17/11/2009 at 15:19
I just tested the HammerIntroGold until short before the last objective and it worked... at least until one of the Hammers struck be down with two strong blows. I should adjust my difficulty values once more. :p Well, I think it works right now, conversations, patrols, scripts etc..
Let's have a look at the Seaside Mansion. :)
If anyone still as a vanilla setup and too much free time, you're welcome to correct the texture sizes back to normal because now the maps are messed-up due to my JohnP package.
massimilianogoi on 22/11/2009 at 09:45
Quote Posted by Beleg Cúthalion
If anyone still as a vanilla setup and too much free time, you're welcome to correct the texture sizes back to normal because now the maps are messed-up due to my JohnP package.
????
Beleg Cúthalion on 12/1/2010 at 20:40
It's been a while but honestly I had no simpler words to explain this. Well, since I have the JohnP textures on my T3Ed setup, all missions will have large-scaled BSP textures as soon as I rebuild them (but I have to if I glue them all together). So, to get real combined maps which still feature only vanilla-T3 content, I need someone who can re-work all those BSP surfaces with the original smaller textures. Plus, to save time this should already be the installment on which we fix the few scripts and SM skins that have to be adjusted (see the list) so we can publish a working set of new map files... even if this is the only part of the T3 Gold project, TDS missions without loading zones should be worth it. :)
PS: Seaside Mansion merged, works well apparently, only the secret caves need a bit of tweaking since they are not linked yet... but that gives a little artistic freedom.
massimilianogoi on 12/1/2010 at 22:57
Quote Posted by Beleg Cúthalion
It's been a while but honestly I had no simpler words to explain this. Well, since I have the JohnP textures on my T3Ed setup, all missions will have large-scaled BSP textures as soon as I rebuild them (but I have to if I glue them all together). So, to get real combined maps which still feature only vanilla-T3 content, I need someone who can re-work all those BSP surfaces with the original smaller textures.
And you could not just simply copy and paste the older brushes from the original maps? It seems a good idea, in my opinion...
Quote Posted by Beleg Cúthalion
PS: Seaside Mansion merged, works well apparently, only the secret caves need a bit of tweaking since they are not linked yet... but that gives a little artistic freedom.
Secret cave??
Inline Image:
http://www.aspidetr.com/forum/images/smilies/icon_mumble.gif I don't remember anyone...
Beleg Cúthalion on 13/1/2010 at 14:33
I could copy the old textures again to make it work, but I'd mess up all my other things, plus, for the scripting etc. things I'd need a completely clean install which is even more impossible considering my custom stuff. I've tried to use a second setup, but it won't work with the ThiefLauncher/registry things etc.. I'm already copying the whole map (including brushes); it's not that I rebuild it from scratch.
Inline Image:
http://www.eidosforum.de/images/smilies/addon/nut.gifThe secret cave is where you get from the Compendium hiding place back to the mines at the start.
massimilianogoi on 13/1/2010 at 16:15
Quote Posted by Beleg Cúthalion
I could copy the old textures again to make it work, but I'd mess up all my other things, plus, for the scripting etc. things I'd need a completely clean install which is even more impossible considering my custom stuff. I've tried to use a second setup, but it won't work with the ThiefLauncher/registry things etc.. I'm already copying the whole map (including brushes); it's not that I rebuild it from scratch.
Inline Image:
http://www.eidosforum.de/images/smilies/addon/nut.gifI meant brushes, like those ones created by this, not textures:
Inline Image:
http://i45.tinypic.com/nce13k.jpgSurely for the pure brushes, that aren't interactive volumes, you can change them with the original ones, without altering the scripts relations.
Quote Posted by Beleg Cúthalion
The secret cave is where you get from the Compendium hiding place back to the mines at the start.
Hmmm... I see it goodly connected to the other... Where you had to add something?
Beleg Cúthalion on 13/1/2010 at 22:02
I have the feeling that we'll talk about different things even if I explain it to you for five more posts. :erg: I have no general problem with brushes. I copy them from one map to another and adjust what has to be adjusted. But I mess up the texture alignment of them when I rebuild, due to my different (bigger JohnP) textures. That's it.
There are three or four corridors which meet when you copy map two onto map one. The hidden exit however doesn't meet the cave corridor and the secret door of map one, so I just used some remaining brushes to create a basic link. Now I'll care about the patrol paths and other things.
massimilianogoi on 14/1/2010 at 01:44
Quote Posted by Beleg Cúthalion
I have the feeling that we'll talk about different things even if I explain it to you for five more posts. :erg: I have no general problem with brushes. I copy them from one map to another and adjust what has to be adjusted. But I mess up the texture alignment of them when I rebuild, due to my different (bigger JohnP) textures. That's it.
If I have understood well what you needed, well, in the copied brushes there's also the original alignment, that's why I've told you to copy them. Correct me if I'm wrong.
Beleg Cúthalion on 14/1/2010 at 07:51
Yeah, but the original alignment is messed up if the game notices that I have bigger textures. When I load them, everything is fine, the alignment is saved and the textures are just higher-res (that's why JohnP's pack works for the original TDS in the first place). But upon re-building, the game notices the bigger textures and corrects the alignment.