d'Spair on 28/2/2005 at 15:03
Argh. :mad: This EnterMissionInfo\ExitMissionInfo\DifficlutyInfo system doesn't work with the appropriate links to some objects and\or volumes, and I have no idea what to do... :nono:
bloodyzeppelins on 1/3/2005 at 00:20
wow, that stuffs really cool... i don't know how you're gonna do that in the editor, but I'd love to see it.
rujuro on 1/3/2005 at 01:22
Well, I hope to run a few tests on what is possible regarding size tonight, and the flying machine will just be a prop that I will build in Max, so that won't be any problem (you won't actually get to fly it, sadly).
deadman on 1/3/2005 at 05:03
Quote Posted by rujuro
Quick concept of my level exterior.
Man, you're awesome. What, was that done in Photoshop or Painter with stylus and Wacom pad? Shit, you should do artwork and concepts for (
http://www.ttlg.com/cosas/index.htm) CoSaS or (
http://www.thief2x.com/) Thief2X, or even (
http://www.thedarkmod.com/) The Dark Mod :thumb:
Would be beautiful if you could build such a locale, though. When I played through some of Half-Life 2 (namely the outdoor areas overlooking a big drop onto a beach and the ocean) I imagined some thiefy castle or something perched there. Good luck with that flying machine, too! :laff:
Damn, you guys are making
me want to open up the editor and look for some good configuration of static meshes. It's just too bad in some ways that the engine does rely on static meshes as much, as without new ones the areas will definitely start to seem regurgitated, and those of us who don't own 3DS Max can't make any new ones (and are even more at the mercy of custom object makers).
deadman.
rujuro on 1/3/2005 at 14:34
Hey, thanks for the compliment, I appreciate it! Yeah, Photoshop with stylus. I can definitely see how the reliance on static meshes are going to make things difficult for people without Max, but for those of us who use it regularly it actually makes the whole process alot easier (IMO).
I did some size testing last night, seems like it can handle what I need, we'll see.
jolynsbass on 1/3/2005 at 18:36
Quote Posted by deadman
It's just too bad in some ways that the engine does rely on static meshes as much, as without new ones the areas will definitely start to seem regurgitated, and those of us who don't own 3DS Max can't make any new ones (and are even more at the mercy of custom object makers).
deadman.
:idea: So, could those of us without 3DSMAX make some custom meshes and save in .3ds(Say with Anim8or, or similar program), and maybe the people who do own 3DSMAX could convert to static mesh? If it's not much more work than sending an attachment, and opening/converting the file, that might work. How many owners/users of 3DSMAX out there would be willing to do that? Or would it maybe not work out so well? :confused:
I still have get Thief 3 and play the game, so I don't really know anything...
rujuro on 1/3/2005 at 18:48
Unfortunately it's not quite that simple, since the texture assignment uses Ion Storm's shader plug-in, but it would be possible. The person doing the converting would just also have to create new material assignments, which could potentially take a bit of time, depending on how complicated the material usage on the mesh is.