Caradavin on 3/9/2013 at 06:58
Ok, I set up a fireplace and it has the fire in it - but the fire casts no light at all :eek: I am not figuring this out. I am currently going through the missions and finding things and learning little tweaks. Do we have any resource like T2Objects for Thief 3? I am still discovering where things are. Even better would be like a T3edit.
Okay, so anyway, I also have this victrola. I remember in T2 that I had difficulties with victrolas as well, haha. Maybe this is a curse. I can't get it to play. I know if I put a frobbable prop on it then I can prolly get it to at least be touched, but I've been looking through scripts like crazy. I'm certain one of the OMs had a working one in it so I'm searching. It seems custom stuff in T3 might be more difficult to accomplish.
I figured I would just post here in case I find nothing. Thanks in advance for any help.
Caradavin on 3/9/2013 at 08:21
It was turned around the wrong way, lol.
However, :(:(:(:(:(:(:(:(, my kitty cat in the mish walked right into the fire and died!!! How do I stop that from happening????
As far as the victrola goes - I found it in the museum OM and how to attach music, but I'm still struggling with getting the darn thing to frob, so still working on it.
Poor kitty :(
Beleg Cúthalion on 3/9/2013 at 10:40
I believe I just copied one of the OM scripts for the viktrola, they disable the highlight, play the sound and enable the highlight afterwards. Aside from IsFrobable, you should have a HighlightDist of about 128 Unreal units IIRC. The cat's deaths can be avoided by excluding the fireplace from the navigation mesh. A fire place object (i.e. the burning wood) should already have a light object attached to it. If not, do this manually or rather get the correct object from the actor browser.
Caradavin on 3/9/2013 at 13:15
Quote Posted by Beleg Cúthalion
I believe I just copied one of the OM scripts for the viktrola, they disable the highlight, play the sound and enable the highlight afterwards. Aside from IsFrobable, you should have a HighlightDist of about 128 Unreal units IIRC. The cat's deaths can be avoided by excluding the fireplace from the navigation mesh. A fire place object (i.e. the burning wood) should already have a light object attached to it. If not, do this manually or rather get the correct object from the actor browser.
Yes, the Highlight Distance at 128 worked like a charm. Thanks. I will exclude the fireplace from the navmesh - don't know why I didn't think of that. I had put up one of the keeper railings for the time being. I am still getting the lesson on whether to use actor or mesh, but definitely getting the hang of it. I just had to turn the firewood around, it was facing the wrong direction :laff: but now I'm messing with trying to get the light where I want it cause it leaks through the fireplace. Does shadow extrusion help with this and what do I put the setting on - the light or the fireplace? :erm:
Beleg Cúthalion on 4/9/2013 at 17:40
The fireplace static mesh should get a castshadows=true property in its render properties.
Caradavin on 4/9/2013 at 21:13
It does have the cast shadows true property. And, what it is doing is giving me a sliver of shadow but not full shadow like it should. I also took the fireplace out of the navmesh (even built a black brush for it), and the cat kept dying. So, I took the floor and moved it out more (fireplace floor) and subtracted it from the navmesh and that seems to have fixed it.
I got the victrola working, I think. I can't get sound at all even after doing the sound fix when I play the game. I tried the xbreboot.bat thing and it won't work to send to xbox keeps saying the file is wrong or something. I don't know why, I made it exactly according to directions (I followed Komag's tut to install the game).
Also, I have to give most objects properties that they already have (this is not normal, is it?) so that they actually have the properties in game. The fireplace firewood - I had to set the light type and behavior before it would act like a fire's light. Shouldn't that already happen since it is aflame and has a light when you place it? Maybe I am misunderstanding and I am supposed to set the settings for objects to act like they should? :confused:
Beleg Cúthalion on 5/9/2013 at 05:47
Can you upload the map somewhere? I'd like to have a look at this area before writing down all possible solutions. If not, try moving the fire/lights source a bit since this can result in the fire behind right "behind" the shadow casting surfaces instead of some awkward middle position. I can also imagine that the "right" object for casting shadows doesn't have the property but a minor one has. If the shadows don't reach far enough, you can set the already mentioned shadow extrusion distance in the light's properties to 512 or 1024 (but don't do this for all the lights in the map!).
About the send-to-xBox-thing, you might ask snobel since he's more into those setup issues right now. I'd recommend using his Sneaky Upgrade Editor Version if you haven't already.
kivan on 6/9/2013 at 20:13
About the "cat" problem :cheeky: I also suggest to check the Stimulus properties of the FireplaceFlame attached to the Firewood (is it a Firewood actor?). You can set the amount, type and radius of the Stimulus.