<Username> on 23/4/2023 at 07:37
This looks promising! It would be cool if the two Auldale maps could be merged, with the transition zone on a bridge between them and the rest of the merged City maps.
snobel on 23/4/2023 at 17:33
It's currently the plan to merge Auldale but the transitions will probably not change.
<Username> on 27/4/2023 at 07:37
That is perfectly fine. It would have been a lot of effort to add bridges between Auldale and the rest of the City. I am excited to explore the merged maps when they are ready. :)
Savar on 29/4/2023 at 07:36
Долгожданный проект. :thumb:
snobel on 29/4/2023 at 15:08
Google says "Long awaited project" - yep, and we're going to wait a year or two still. :)
Svperstar on 5/5/2023 at 03:00
I'm playing T3 right now and was double checking ttlg.com to see if there are any mods I missed. Keep it up this is awesome.
snobel on 5/1/2025 at 14:59
Here's a long-overdue update on this project. The first and second posts have been updated as well.
Nothing much happened for a long time but the last few months have been busy. There's now a materials import plugin for Blender and a tool for converting T3 meshes to OBJ format, so I've managed to make all the modified meshes I needed:
Inline Image:
https://media.moddb.com/images/mods/1/27/26297/blender_mesh_editing.png(This is the 'tetris gate': Two of them fit together back to back, forming a double gate about 1.5 times the length of the original. Each end can then be given the same skin as the gate in the original map, keeping the original looks while integrating the maps fairly tightly.)
I had the late realisation that rotating Keeper Orland's office by 90° allows for integrating the Library much better: The glyph door connection from Stonemarket (a non-original bit) becomes much shorter but more importantly, Orland's balcony door connects to the balcony in Stonemarket, providing a great view of the clocktower (which will not be revealed here :p):
Inline Image:
https://media.moddb.com/images/mods/1/27/26297/sm_balcony.jpgThis is a deviation from the 'keep the original looks' principle, but I think it's worth it. There's even some evidence that it used to be like this: The office's main door must be moved to the end wall for things to match up and that's how the room is shown in the keeper_prophecies cutscene (although the door is more to the left). Also, if you look at the map in the first post, the outline of the library nicely follows the outline of the (unmodified) blue additive brushes in the Stonemarket1 map.
Speaking of that cutscene, there's actually another way to merge the library, which should be mentioned for completeness: If you rotate the entire library by 90°, then the balcony door can't connect directly to the balcony - but a new room could be added in between to make the connection. The advantage of this solution would be that the original library map would be (almost) unchanged - purists could just not enter the new room. And the new room would have the door to the left, like in the cutscene, and could be furnished to better match the cutscene than the current office does. There's even a couple of unused 'orland' textures, which match things seen in the cutscene...
Unfortunately, the glyph door connection becomes much longer with this solution. Also, it's more work. :)
There's going to be a test map soon, probably next weekend, which I'll post in the FM forum to hopefully reach more testers. If that map checks out, then I'll start writing the tool to fix all the scripts. I've already reverse engineered the triggerscript format and this tool should be much simpler than the map-merging one.
weylfar on 11/1/2025 at 13:34
Thank you for doing this!
Svperstar on 11/1/2025 at 21:18
Awesome, one of the best mods in modding history when it releases. Hope some good YouTube videos are made about it getting it a wide audience
Sent from my SM-S928U1 using Tapatalk
snobel on 12/1/2025 at 14:45
The first post has been updated with a link to the test map thread.