massimilianogoi on 9/4/2010 at 23:57
Already tried two years ago; unluckily the NPCs's conversations aren't able to work.
However, from the link you put:
"6. Recompile tha metafiles (either with the perl script or with Thief3soundaddon.exe)"
What the hell is this program?? Never heard about! Maybe it's able to patch the original CSC files too...
Beleg Cúthalion on 10/4/2010 at 06:41
Yes, it changes the HardDrive.csc (?) AFAIK, but that still leaves you with extra MB. I found the idea with the little script starting and stopping the sound quite useful, but I don't know if it "activates" the sound file enough to use it for AIs.
massimilianogoi on 10/4/2010 at 16:58
Quote Posted by Beleg Cúthalion
Yes, it changes the HardDrive.csc (?) AFAIK, but that still leaves you with extra MB.
And from where comes these extra MBs? If you are able just to patch the CSCs, then the problem is solved so you'll have just 40 MBs instead of 400.
Anyway: where I can get a working link to grab that program?
Quote Posted by Beleg Cúthalion
I found the idea with the little script starting and stopping the sound quite useful, but I don't know if it "activates" the sound file enough to use it for AIs.
Scripts for the AIs's barks sounds crap for me, seems too complexed and too much work to do, much better a normal recompiling then.
Beleg Cúthalion on 10/4/2010 at 19:56
Have you
read and
understood the thread you "tried two years ago"? The script is about "activating" sounds which are not in the big archives, it's not about starting barks.
(
http://jayb.ath.cx/Eidos/Thief3SoundAddOn.zip) Click
massimilianogoi on 13/4/2010 at 21:56
Beleg, your program is crashing every time I try to add the mechanist1's voice:
* placing the original csc files in the sound directory
* placing the correspondant *.sch files in the same directory
* placing the correspondant *.ogg files in the same directory
* placing the correspondant *.wav files in the same directory
So, what's up man? What's the error?
bikerdude on 4/5/2010 at 15:21
Quote Posted by Beleg Cúthalion
And when I finally find out why a Fire-this-condition-every-[1]-second(s)-condition won't fire every second, I'll probably finish this thing in a couple of months. :p
Very good screenies, Im licking the vibe of them etc. How goes it anyway..?
Beleg Cúthalion on 4/5/2010 at 18:48
Thanks. Since Tiens has fixed my saving issue the maps basically only need a bit of design and fine-tuning (more detail, AIs, polishing etc.) but I'm at the moment burried with work, the lesser part consisting of computer-based things. One includes a Thief music video finishing (for now) the Dark Dialect series. But at least I've handed the mission to my co-founder (as it were) to make a list of things-to-do on her end. Summa summarum, not dead, just suffering the fate of an author not working on it every day. :p
Leenuks on 28/6/2010 at 15:00
Im working on my first Thief 3 FM.
The following pictures are of the Inn which is almost complete as to layout and two of the town itself fleshed out. Lots of work to do yet.
Of course this is a HUGE map in regards to Thief 3 so at some point I will break it up into smaller parts.
My mission will be called "Ship down double cross". A ship has sunk in a large bay. There will be an Island with a mansion on it (oooh lots of LOOT), a mine (there be gold in them thar hills), and a foundry (hmm what DO we need to make).
So looking at 4 to 5 maps for the entire mission.
Im not sure if I am biting off more than I can chew. I am familiar with the Unreal editor so thats not a problem. Although T3ed has some MAJOR differences. No 'terrain editing' like Ued2, movers are different and of coarse the glaring use of meshes which I like. Just need to learn how to make my own.
Time frame to completion, unknown. I am moving countries in one month and will be without a computer for 4 weeks after that give or take a week or two.
Each image is around 200kb, 1.8mb for all images.
<a href="http://i183.photobucket.com/albums/x274/Leenuks/Thief/Image1.jpg" target="_blank">Inn 1</a>, <a href="http://i183.photobucket.com/albums/x274/Leenuks/Thief/Image2.jpg" target="_blank">Inn 2</a>, <a href="http://i183.photobucket.com/albums/x274/Leenuks/Thief/Image3.jpg" target="_blank">Inn 3</a>, <a href="http://i183.photobucket.com/albums/x274/Leenuks/Thief/Image4.jpg" target="_blank">Inn 4</a>, <a href="http://i183.photobucket.com/albums/x274/Leenuks/Thief/Image5.jpg" target="_blank">Inn 5</a>, <a href="http://i183.photobucket.com/albums/x274/Leenuks/Thief/Image6.jpg" target="_blank">Inn 6</a>, <a href="http://i183.photobucket.com/albums/x274/Leenuks/Thief/Image7.jpg" target="_blank">Inn 7</a>, <a href="http://i183.photobucket.com/albums/x274/Leenuks/Thief/Image8.jpg" target="_blank">Inn 8</a>, <a href="http://i183.photobucket.com/albums/x274/Leenuks/Thief/Image9.jpg" target="_blank">Inn 9</a>, <a href="http://i183.photobucket.com/albums/x274/Leenuks/Thief/town.jpg" target="_blank">town fleshed out</a>, <a href="http://i183.photobucket.com/albums/x274/Leenuks/Thief/town2.jpg" target="_blank">town fleshed out 2</a>.
Beleg Cúthalion on 28/6/2010 at 20:27
Wow, that's quite good news. The Inn9 picture also has a bit of Thief 2 feel to it which I think a lot of people will like (I think I've arrived at the point where I consider more or less realistic architecture best looking in T3Ed).
Check out this thread (and my troubles with the property storage count) for the IMHO only really dangerous limit in T3Ed: (
http://www.ttlg.com/forums/showthread.php?t=91954)
Ziemanskye on 30/6/2010 at 06:12
It seems nearly everyone starts with plans for a big, multimap mission with a load of custom content. I hope you've read all the tutorials and things, and know what you're getting into.
Either way - start putting lights in and working with the Flesh/Ion renderer *now* - all those sceenshots look okay unlit, but you look to have some big spaces with no way to control the visibility, and you only get six (yes, 6) lights before you ether start to lose performance or have to changes global settings that will prevant parts of the audience who may want to play your level from being able to.
(and that's 6 lights the engine can see - it doesn't matter if the player can't see any effect from them)
As for adding custom content, it tends to require 3DSMax5, which is inconveniently hard to get as it's no longer supported by its maker, and we don't have conversion/import tools for anything else or anything newer. There are people around who might convert things for you though, if you ask nicely (I used to be one of them, before Vista got in the way.)
Otherwise though, good luck, have fun, and welcome to the community.
And, for your own sanity - throw out some small mission first so you can see how everything fits before you box yourself into a corner :p