Thera on 29/5/2004 at 15:56
Hi guys/gals, I'm new. :)
Here's a small tweak to reduce the size of the gem and compass. Also I changed the HUD lights to complimentary colors (oddly enough I think it increased my performance also?!?).
I'd also like to make the item glow more subtle (gray/black, or reduced intensity maybe). I'll post the code for that also if I get to it.
Screenshot of tweak in action.
Inline Image:
http://www.61shap.org/pilots/Thera/theif3-2.JPGCode:
//In T3UI.ini
//change the scale of the health meter
[HealthMeter]
Type=T3HealthMeterWindow
Active=ACTIVE
Scale_X=.5
Scale_Y=.5
Scale_Z=.5
Pos_X=20
Pos_Y=-15
Pos_Z=10
Placement_Y=BOTTOM
ClearPos_X=20
ClearPos_Y=100
Width=640
Height=30
PointWidth=15
NumPoints=16
LeftAlign=TRUE
MeterPoint=HealthMeterPoint
//In T3UI.ini
//change the scale of the compass
[CompassWindow]
Type=T3CompassWindow
Placement_X=CENTER
Placement_Y=BOTTOM
Pos_Y=-50
Pos_Z=10
Scale_X=.5
Scale_Y=.5
Scale_Z=.5
Active=VISIBLE
CompassWindow=CompassActorWindow
//In T3UI.ini
//change the scale of the light gem
[LightGem]
Type=T3LightGemWindow
Placement_X=CENTER
Placement_Y=BOTTOM
Pos_Y=-50
Pos_Z=10
Scale_X=0.5
Scale_Y=0.5
Scale_Z=0.5
Active=VISIBLE
ChildWindow_0=LightGemLight
ChildWindow_2=LightGem_Case
ChildWindow_1=LightGem_Gem
//In T3UILights.ini
//change color to yellow tone
[HUDLight_1]
Type=LightWindow
Pos_X=128
Pos_Y=-320
Pos_Z=-75
Color_R=125
Color_G=150
Color_B=255
Intensity=.65
MinRange=0
MaxRange=1000
Active=VISIBLE
Selectable=False
[HUDLight_2]
Type=LightWindow
Pos_X=320
Pos_Y=800
Pos_Z=-50
Color_R=255
Color_G=255
Color_B=10
Intensity=.5
MinRange=0
MaxRange=1000
Active=VISIBLE
Selectable=False
dhaelis on 29/5/2004 at 16:01
Found a way to get the intro movie playing instead of all the corporate logo info at the start of the game. Initially, we find this in the default.ini file:
[PCStartup]
ShowIntroMovies=True
ShortIntroMovies__t=d:\content\t3\VideoTextures\eidos-logo.bik;d:\content\t3\VideoTextures\ionstorm-logo.bik;d:\content\t3\VideoTextures\Copyright.bik;d:\content\t3\VideoTextures\nvidia.bik;d:\content\t3\VideoTextures\eax.bik
Replace that information with the following:
[PCStartup]
ShowIntroMovies=True
ShortIntroMovies__t=d:\content\t3\VideoTextures\ThiefTrailerNoESRB.bik
And voila, next time you start up the game, you'll be greeted with the intro, which should've been there in the first place if you ask me. Although cool, there is one little inconvenience: I haven't found a way to skip it, so once you put that command in there, you'll be greated by the intro everytime you run the game. But, to show off the game and / or if it's the first time you're running it, I suggest doing this little change, since stylistically speaking, it's much better.
trouble_dart on 29/5/2004 at 16:49
Actually, if you hit the space bar, it goes right to the loading screen. At least, that was my experience.
Schwartz on 29/5/2004 at 17:27
This is great! :cheeky: All of Thief 3's problems (idiotic back lighting, stupid menu screens, and out-of-place arrow trails) can easily be fixed. Maybe we should try to convert every thing to a more Metal Age kind of look. :sly:
One question: Which files does one replace to get rid of the arrow trails?
Springheel on 29/5/2004 at 17:57
For those who, like me, are finding Expert AI too easy to beat, here are some lines from about 2/3 of the way down default.ini
[Difficulty]
; -- THIEF 3
;
; AI visual acuity multiplier - how well AIs can see
Difficulty_AIVisual_Mult_Easy=0.9
Difficulty_AIVisual_Mult_Normal=1.0
Difficulty_AIVisual_Mult_Hard=1.15
Difficulty_AIVisual_Mult_Expert=1.2
;
; AI auditory acuity multiplier - how well AIs can hear
Difficulty_AIAudio_Mult_Easy=0.8
Difficulty_AIAudio_Mult_Normal=1.0
Difficulty_AIAudio_Mult_Hard=1.03
Difficulty_AIAudio_Mult_Expert=1.13
;
; AI tactile acuity multiplier - how well AIs can feel
Difficulty_AITactile_Mult_Easy=1.0
Difficulty_AITactile_Mult_Normal=1.0
Difficulty_AITactile_Mult_Hard=1.0
Difficulty_AITactile_Mult_Expert=1.0
;
; AI hitpoints multiplier - all AI starting hitpoints will be scaled by this
Difficulty_AIHitPoints_Mult_Easy=0.75
Difficulty_AIHitPoints_Mult_Normal=1.0
Difficulty_AIHitPoints_Mult_Hard=1.2
Difficulty_AIHitPoints_Mult_Expert=1.3
;
; AI combat speed multiplier - all AI combat animations are scaled by this
Difficulty_AICombatSpeed_Mult_Easy=1.0
Difficulty_AICombatSpeed_Mult_Normal=1.0
Difficulty_AICombatSpeed_Mult_Hard=1.1
Difficulty_AICombatSpeed_Mult_Expert=1.2
;
; AI-to-player damage multiplier - all damage applied to the player by the AI is scaled by this
Difficulty_AIToPlayerDamage_Mult_Easy=0.5
Difficulty_AIToPlayerDamage_Mult_Normal=1.0
Difficulty_AIToPlayerDamage_Mult_Hard=1.25
Difficulty_AIToPlayerDamage_Mult_Expert=1.5
I'm not sure what to change these to, but it seems like the difficulty is quite adjustable. I wonder what the max values for these are?
Anyone adjusted these yet?
trouble_dart on 29/5/2004 at 18:01
Is there a way to subsitute a different font in the load, menu or flavor text? I was thinking of something like Trajan or another large serif font instead of the semi-unintelligible Papyrus font they're using.
Edited: I found the files the FontMapping lines refer to.
C:\My Computer, et al\Thief - Deadly Shadows\CONTENT\T3\PCTextures\Fonts
The files are .cel and .dds files. Whatever they are. I don't suppose there is an editor for them, is there?
trouble_dart on 29/5/2004 at 18:13
Thera, your post didn't include the adjusted code for the light gem, so it looked at first like the compass was inside the gem. Easy fix, though:
[LightGem]
Type=T3LightGemWindow
Placement_X=CENTER
Placement_Y=BOTTOM
Pos_Y=-50
Pos_Z=10
Scale_X=0.5
Scale_Y=0.5
Scale_Z=0.5
Active=VISIBLE
ChildWindow_0=LightGemLight
ChildWindow_2=LightGem_Case
ChildWindow_1=LightGem_Gem
That will keep the gem the same scale as the compass.
dhaelis on 29/5/2004 at 18:32
Quote Posted by trouble_dart
Actually, if you hit the space bar, it goes right to the loading screen. At least, that was my experience.
And you're absolutely right! Here I was, pressing Esc, Tab, Enter, ~ just to see if it would skip the cinematic. Man, I feel like such a noob. :sweat:
Springheel on 29/5/2004 at 18:53
My compass still doesn't quite look like the screenshot. The gem and the letters are smaller, but there is still a large iron framework around the whole thing. Is there something else that should be rescaled?
Also, is it possible to do the same thing to the weapon and object image in the HUD?
Edit: nm, I changed the wrong one, the compass now looks fine.
Thera on 29/5/2004 at 19:14
D'oh! Thanks trouble_dart.
EDIT: fixed code in other post.