snobel on 21/10/2022 at 08:43
I've been having a go at merging several City maps into one, for use in a new version of T3 Gold.
Update: The first (
https://www.ttlg.com/forums/showthread.php?t=152854) test map is out!
Disclaimer: There's no guarantee that the project will achieve sufficient quality to be the default City in T3G. What
is guaranteed is that it will be released in some form. Other options are: as an opt-in part of T3G, as a separate mod on top of T3G, or, worst case, as a run-around demo map in FM form - to show what could have been. :)
The approach I've taken is this:
* Don't use T3Ed for combining the maps - as it's got a rep for breaking things when you move them around
* Set up a system of volumes and scripts to track the player so that the original City sections can be emulated within the combined map
* Systematically change triggerscript conditions that trigger on map start to instead use the emulated state
* Fix whatever is still broken :)
* Apply general polish
For merging the maps, I've used a home-grown tool to manipulate the current T3G City maps exported to .t3d format. The merged map is then imported and built in T3Ed. Another tool will be needed for the script-fixing phase. The polishing phase could benefit from assistance from people who actually know what they're doing with T3Ed...
The best City map, IMHO, would combine all the exterior maps with Garrett's apartment building, the Keeper Library and Fort Ironwood. The remaining City maps (Pavelock, the Abysmal Gale and Gamall's Lair) are mission-like maps that you typically visit once, so merging them makes less sense. Unfortunately T3Ed will not allow merging this many maps. :(
So, having to drop one map, Auldale1 seems like the best option: With Auldale across the river, a bit of travel time seems reasonable. You actually go there less than to Fort Ironwood. And the two Auldale maps can be merged too, eliminating another two map transitions. This solution seems to work out, but it's right on the edge of what T3Ed allows. I seriously hope it won't be necessary to drop another map from the merge, because there's no good candidate.
So this is what the map looks like:
[CENTER]
Inline Image:
https://media.moddb.com/images/mods/1/27/26297/Sections.png[/CENTER]
I like this configuration, because it matches the in-game City map (inset) fairly well. Also, none of the maps have been rotated in full, at the expense of the north direction changing in some maps (Stonemarket and Docks). It also allows
both integrating the original maps fairly tightly
and keeping the original in-game looks.
Update January 2025: All the border areas (green lines) have been fixed up, including section-specific ambient sounds. The Library is now much better connected to Stonemarket, with Keeper Orland's balcony providing a view of the clock tower. This is at the expense of having rotated Orland's office by 90° - a deviation from the principle of maintaining the original appearance of the maps because it's just the best compromise...
Red lines were intended to be optional new larger connections, with the one from Docks to Old Quarter being a tunnel or sewer beneath Fort Ironwood. These are currently not possible - there are some ideas to try but it will not happen in the first version of the map. The red dotted line is of course the unchanged connection to Auldale.
The dark green dots are where new main gate meshes were needed. One to properly tie the sections together, another to hide 'overflow' from Garrett's apartment building into South Quarter. These are ready, as are quite a few other edited original meshes which were needed for various purposes.
snobel on 21/10/2022 at 08:44
Project status:
☑ Patch T3Ed to handle large maps and fix bugs in T3D import/export
☑ Patch the game exe for additional functionality. (City briefings, multiple fences, ambient light change...)
☑ Write a tool to manipulate and merge T3D files
☑ Create the merged City map
☑ Establish a system for tracking the player's location
☑ Edit the main gate mesh for use at the new map borders
☑ Edit other meshes for various purposes
☐ FM test map 1: Establish a well-tested base map for further work
☑ Reverse engineer TSD (triggerscript) files
☐ Write a tool to manipulate TSD files
☐ Update the conditions on scripts previously triggered by map start
☐ Additional script fixes
☐ FM test map 2: Full City gameplay restored, missions are placeholders
☐ More fixes and polish
☐ T3G beta release (hopefully...)
Source_of_Truth on 21/10/2022 at 20:15
This is very interesting. Please continue :D.
Pat1991 on 25/10/2022 at 00:30
May I suggest an approach that might be less ressource-intensive for you? Why don't you begin with the most logical ones, which increase the playability of the game the best - by combining Stonemarket and Stonemarket Plaza, and Old Quarter with Fort Ironwood? At least, these are the most logical to work on, and I guess it might still get complicated. If I remember correctly, Fort Ironwood has a dept that might not be compatible with the rest of the Old Quarter map?
I agree with you dropping Auldale: The Shalebridge Cradle gets in the way of the exit to this quarter, at least if you consider the real size of the bloody thing in the actual mission :cool:
And for Stonemarket and Stonemarket Plaza, I see a) the issue of new players not finding Terces Courtyard without the handy hints that they are in the right part of the market, and b) the clocktower has to be seen from both maps.
Correct me if I am wrong :-)
snobel on 25/10/2022 at 09:08
Quote Posted by Pat1991
Why don't you begin with the most logical ones, which increase the playability of the game the best
I thought about that, and it may still be an option, but only if the current plan doesn't work out. I already have test scripts for doing partial merges, such as Stonemarket or Old Quarter, so going the less ambitious route is easy.
Quote:
If I remember correctly, Fort Ironwood has a dept that might not be compatible with the rest of the Old Quarter map?
No, the Old Quarter maps were clearly one map at some point, and they still fit together quite nicely.
Quote:
And for Stonemarket and Stonemarket Plaza, I see a) the issue of new players not finding Terces Courtyard without the handy hints that they are in the right part of the market
That's true - there should be a pair of signs at the gate, just like there are at the other gates.
Quote:
b) the clocktower has to be seen from both maps.
The Stonemarket1-2 maps also fit together quite well. The clocktower is almost at the same location relative to the gate. Currently I've kept the one from SM1, which is also visible from SM2 although it's slightly lower.
Sunderland on 25/3/2023 at 06:11
That's a mighty impressive project. :) I assumed some areas like South Quarter to Docks, Stonemarket to Keeper Compound and Stonemarket to Old Quarter were made to give the impression of the City being larger than it actually is, since the transition between those areas is hard to make out, but others like Gamall's Lair, Fort Ironwood and Stonemarket Plaza/Proper were very clearly separated because of console limitations, and those are the ones I'm most interested in seeing!
Since you are working on this would it also be possible to remove some of the geometry that was used to mask loading in certain maps? This is most noticeable in the passages in the Docks to get to the Abysmal Gale and the entrance to the alley where Heartless Perry's shop is. They make a curve to the side so the Xbox didn't have to load two maps at once, but computers don't have a problem with that. :p
snobel on 25/3/2023 at 07:13
Quote Posted by Sunderland
I assumed some areas like South Quarter to Docks, Stonemarket to Keeper Compound and Stonemarket to Old Quarter were made to give the impression of the City being larger than it actually is
There's no guarantee that the sections were meant to fit together the way they're fit together in this project. Could also be that there were sections in between that were at one point deleted. Doesn't really matter - we have what we have and so we have to make the best of it. :)
Quote:
Since you are working on this would it also be possible to remove some of the geometry that was used to mask loading in certain maps? This is most noticeable in the passages in the Docks to get to the Abysmal Gale and the entrance to the alley where Heartless Perry's shop is. They make a curve to the side so the Xbox didn't have to load two maps at once, but computers don't have a problem with that. :p
There will be no changes to the original maps that are not for bugfixing or necessary to facilitate the merging - sorry!
I think those somewhat labyrinthic passages are there to limit the amount of visible geometry and so increase performance. Nothing to do with map loading, surely? Loading two maps at once is not an option for this game, it even quits and restarts before every load of a new map or savegame...
Beleg Cúthalion on 25/3/2023 at 08:12
Quote Posted by snobel
I think those somewhat labyrinthic passages are there to limit the amount of visible geometry and so increase performance. Nothing to do with map loading, surely?
I'm pretty sure that's the reason, too. Back in the day, too much stuff visible at once would bring the framerate to its knees even on PC (I've never played on xBox). Keep in mkind that the Unreal Enginge back then was designed for a corridor FPS game. Plus, it surely added to the idea of an organically-build crowded City. I do have one large open space in my FM, but it contains only a few models to keep the framerate high, and likewise str8g8 in his The Bridge.
Sunderland on 26/3/2023 at 00:33
Quote Posted by snobel
There's no guarantee that the sections were meant to fit together the way they're fit together in this project.
Indeed, it's a shame that the map of the City in the Keeper library in TDP and the one given to us in DS are in typical Thief-like fashion very vague and lacking in detail. If there's one map we could expect to be very detailed it would be one of a cosmopolitan city!
Quote Posted by snobel
There will be no changes to the original maps that are not for bugfixing or necessary to facilitate the merging - sorry!
Bummer! :p
Quote Posted by snobel
I think those somewhat labyrinthic passages are there to limit the amount of visible geometry and so increase performance. Nothing to do with map loading, surely? Loading two maps at once is not an option for this game
I didn't make myself clear - I wasn't referring to loading two separate maps as in Stonemarket Proper/Plaza, but rather dynamically loading sections of a map as the player passes through an invisible plane in order to help reduce strain on the system. If the passages were straight the game would have to render both parts of the map at once, which would make the framerate drop as Beleg Cúthalion mentioned. Modern games still do this nowadays (including Thief 2014), but they typically hide it better by having you shimmy through an opening in the wall or mash a button to complete a QTE in order to progress (or both at the same time, like in Thief 2014... :rolleyes:)
Quote Posted by snobel
it even quits and restarts before every load of a new map or savegame...
Ah yes, the good ole "rebooting the system" method of Xbox memory management... :cheeky:
Quote Posted by Beleg Cúthalion
I do have one large open space in my FM, but it contains only a few models to keep the framerate high, and likewise str8g8 in his The Bridge.
Interesting, I am still to play FMs for DS. The only place that made the framerate drop for me in DS (with the merged maps though I'm pretty sure it must also happen in vanilla) was the two-story courtyard in the museum which is a very open space with a handful of guards and many light sources.
szmotsu on 20/4/2023 at 18:53
As i told you before @snobel its awesome project, really impressive, with great possibilities for whole community. I was playing T3 City mod for Metal Age in the past and experience from walking through seamless City streets was amazing. Its good to hear that peter_spy is working on some models for this, he is really experienced in doing objects for T3 and Dark Mod (if im rights he is also known as Judith who created some great samples in T3ed like Material museum). Last time i was working on rewritting part of the render in order to implement some nice graphic effects like soft shadows or AO (generally to use modern 3d libraries ex OGL3.2 /DX11) but frozen this project in awaiting for NVidia RTX Remix as its may offer even more possibilities,)