Myagi on 30/5/2004 at 17:12
as I said it's not an easy edit-text-file kind of thing :)
You need to edit the t3main.exe with a binary editor, you need to know where, and you need to know how to code and compile pixel shaders.
I'll try to think of some way to make an easy patch for download. The problem is that I can't distribute a patched exe, don't think that's very legal. So I have to make a little patch application or something.
Unfortunately I don't think this will help with arrow trails, because they don't have a special pixel shader from the looks of it.
Schwartz on 30/5/2004 at 18:32
Well, thanks anyways man. Sounds like this may still solve a bunch. :thumb:
justmea on 30/5/2004 at 19:41
Anyone figured out how to remove the light gem icon altogether from the screen yet? I really think the gem is obsolete considering how great the shadows are in the engine, and if removed it would increase the intensity of sneaking around, at least for me.
Anyway, keep it coming guys, good job so far.
Myagi on 30/5/2004 at 19:41
Alright, I made a patch program. Aside from the frob highlight it can also enable/disable loot percentage. Non of these are thuroughly tested, they could affect things in the game they shouldn't, but I think it's pretty unlikely.
Since I really can't control what rendering modes the game uses to render the frob highlight, it limits what I can do with the shader. Just in case ppl wonder why I didn't do it exactly as it worked in the old games.
I just need some place to upload it now, if someone can host it let me know.
(it's just 76k)
revelation2k on 30/5/2004 at 19:57
To remove the lightgem:
In T3UI.ini:
search for the section [LightGem]
and set
Active=VISIBLE
to
Active=NOT
To remove the compass:
In T3UI.ini
search for the section [CompassWindow]
and set
Active=VISIBLE
to
Active=NOT
I have done the same and I agree with you - helps increase the immersion factor, as well as removes the dependancy of 'playing on the HUD'.
Mentar on 30/5/2004 at 20:08
I don't know about you, but I want to say a heartfelt huge "THANKYOUTHANKYOUTHANKYOU" to you people. With the changes described in here, Thief3 feels like a totally new game!!!
I'm sooooo happy :joke:
Now we only need the editor, and everything will be wonderful!!!
:thumb:
justmea on 30/5/2004 at 20:14
Awesome, thanks revelation2k.
revelation2k on 30/5/2004 at 20:16
No problem :)
Right now I am trying to get rid of the lockpick HUD that shows up when picking a lock, but I just can't get rid of all of it. Has anyone tried this yet?
trouble_dart on 30/5/2004 at 20:22
Ok, I cannot STAND the Papyrus font used in a lot of the menus. I have to run the game at a very low resolution (unfortunately), and I really dislike the non-anti-aliased, jaggy letters.
I was futzing around with the DDS files and not really getting anywhere. I'm not really qualified to do that right now. In fact, I accidentally overwrote one of them, and I'll probably reinstall the game to forestall anything unexpected happening. That is, after I back up my tweaked .INI files. ;)
The VTCGoblinHand_18 font referred to in the [FontMappings] section in the Default.ini file looked a lot better, so I thought I'd subsitute every reference of "Papyrus_21" with "VTCGoblinHand_18."
Voila! :wot: The resulting change makes the HUD menus look a LOT more like classic Thief. However, it also affects briefings, debriefings, load text, flavor text, et cetera. Also, it doesn't have lowercase letters to speak of.
Some of it works, like the objective menus and the flavor text. Some of it won't, I think -- like the briefing and debriefing menus.
EDIT: The "Exit Thief: Deadly Shadows?' popup screen has cut-off text. I replaced the text in CONTENT\T3\Books\English\String_Tags with "Leave The City?"
If someone knew how to correctly change or add a new DDS file into the Fonts directory, they could use a better font and name THAT tile Papyrus_21.dds.
To deal with the flavor text, you could maybe add hard returns and space out the text blocks a bit better to make them look more like the old AVI briefings from TMA.
BTW: The total cumulative effect from all the changes listed is really striking and becoming VERY reminiscent of classic Thief.
Springheel on 30/5/2004 at 20:30
Quote:
One thing I found annoying was that the scrolled text in the menus (for the mission objectives, mission briefing, etc.) only displayed in the upper part of the window, making you have to scroll a lot when the lower half of the window went unused. I found the settings to change this in T3UI.ini. The
I did this for 'uniquebriefingwindow', and I noticed about three lines of text are now written over top of each other at the top of that window...?