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Thread: T1 Anniversary Contest - Custom (but legal) shared resources thread

  1. #1
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Fields of bluegrass

    T1 Anniversary Contest - Custom (but legal) shared resources thread

    Since the rules of the contest allow for creation of custom textures and ambients which are created solely from stock resources, some of us who have already been creating such assets thought a thread here to share them with everybody would be a good thing.

    I've decided to put my resources in a shared Dropbox folder with appropriate subfolders (fam, snd, etc.), which is here:
    https://www.dropbox.com/sh/9lllrpzqn...QzoL0hw9a?dl=0
    Currently it has two custom ambient loops, three fam textures, and a bitmap which is a frame from one of the stock explosions which I'm using as a corona (which requires it to be in the root bitmap folder and not in bitmap/txt).

    I encourage others who have made custom resources to share them here. I know DrK has made several texture families, and Squadafroinx has made numerous skins (stock skins with extra faces) for use with the reskinnable meshes which is allowed.

  2. #2
    Member
    Registered: Apr 2011
    Location: Montpellier, France
    I made a few textures: a red variant of the column textures in fam/ramirez, some lit versions of previously unlit windows in fam/city, a lit version of an unlit window in fam/ruined and finally variants of BLUSTN and BLUSTNC covered with vegetation.



    I made a few mesh textures as well: a servant (mix of Basso, one of the female servant and the unarmed female thief), a bald aristocrat (mix of Farkus, Ramirez and male OpGuest), a shady-looking merchant (mix of Farkus, Ramirez and Merchant), a noblewoman (mix of female Actress, female OpGuest and Hammerite Priest), and finally two guards (mix of Mage Guards, Bafford Sergeants and Hammerite Priest).



    EDIT (12/10/17): I have made 5 variations on the Bafford guards. They are included in the pack.



    Download: https://drive.google.com/open?id=1XR...lQqnFzu1m6RRsb
    Last edited by skacky; 10th Dec 2017 at 11:50.

  3. #3
    L'architecte de Rocksbourg
    Registered: Nov 2005
    Location: Narbonne, France
    I shall post my texture packs once they are all ready, I'm halfway through at the moment.

  4. #4
    Member
    Registered: Feb 2016
    Here are some textures I made, a number of variations on church/scroll and an edit of temple/stucbad02 with the stucco removed.
    https://www.dropbox.com/s/8fnvq8idr4...ables.zip?dl=1

    (the left screenshot uses an unfinished version of nostuc)

  5. #5
    Member
    Registered: Oct 2002
    Location: Germany
    Here is a Bafford bowman (based on the unused bafford sergeant skin found in the game files).



  6. #6
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    For Stones and Glass Houses I made some 'corner' versions of the green and gold texture we see on the walls of Ramirez' mansion and the Keeper compound. I've always liked them as carpet textures for the floor.



    http://catmanofiowa.com/RSoul/newkeep.zip

    A similar effect can already be done with wedges but that might cause problems with AI pathfinding.
    These ones look fine as long as no enhancement packs are used.

  7. #7

  8. #8
    Member
    Registered: Apr 2011
    Location: Montpellier, France
    This sound pack isn't allowed for use in the contest. None of the sounds in it are stock derivatives. Please read the rules of the contest carefully before you submit something.

  9. #9
    L'architecte de Rocksbourg
    Registered: Nov 2005
    Location: Narbonne, France
    Better late than never, you can download new ruined textures I made from stock :
    http://www.mediafire.com/file/3b0r1w...edTextures.rar

    A few examples :


  10. #10
    Member
    Registered: Aug 2012
    Location: Nova Scotia, Canada
    Quote Originally Posted by skacky View Post
    I made a few mesh textures as well: a servant (mix of Basso, one of the female servant and the unarmed female thief), a bald aristocrat (mix of Farkus, Ramirez and male OpGuest), a shady-looking merchant (mix of Farkus, Ramirez and Merchant), a noblewoman (mix of female Actress, female OpGuest and Hammerite Priest), and finally two guards (mix of Mage Guards, Bafford Sergeants and Hammerite Priest).



    EDIT (12/10/17): I have made 5 variations on the Bafford guards. They are included in the pack.



    Download: https://drive.google.com/open?id=1XR...lQqnFzu1m6RRsb
    I just tried using these but they don't work at all. I did the whole Render>Mesh Textures thing and put in the right textures and everything and it still did not work. Is there any reason they're not working?

  11. #11
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    I would assume because the mission is for Thief 1. Thief 1 meshes won't work with replacement textures without conversion. See this thread: http://www.ttlg.com/forums/showthread.php?t=145908

  12. #12
    DromEd Archmage
    Registered: Nov 2010
    Location: Returned to the eternal labor
    No the replace models used for the contest are Replace0 textured models. Then you can apply custom skins by using the same property used for secret doors instead of the Mesh Texture Replace

  13. #13
    Member
    Registered: Apr 2011
    I don't really have any textures or such to share that aren't highly specific to my mission, but something I can share that other contest authors might find useful:

    Working with Thief Gold, I missed having the "Found Secret!" notification and end-of-mission stats that Thief 2 has, so as a last-minute addition to my mission I wrote a squirrel script to let me have something similar in a Thief 1 or Gold mission. I've tidied it up and packaged it up with a small demo mission showing its use. The goal is for it to be really easy to use: you should be able to add it to your mission and have it all hooked up in a minute or two.

  14. #14
    Member
    Registered: Apr 2011
    Here's another squirrel script that might be of use to other contest authors: GoldDoorHack, fixes some door behaviours in Thief 1 so they're like Thief 2. It makes double doors synchronise their locked state (so you don't pick the lock of one door and its double is still unlocked), and it makes Garrett try closing a door if he frobs it again after opening it into his face (so he can't get stuck between terrain and an opening door).

  15. #15
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    Quote Originally Posted by vfig View Post
    Here's another squirrel script that might be of use to other contest authors: GoldDoorHack, fixes some door behaviours in Thief 1 so they're like Thief 2. It makes double doors synchronise their locked state (so you don't pick the lock of one door and its double is still unlocked), and it makes Garrett try closing a door if he frobs it again after opening it into his face (so he can't get stuck between terrain and an opening door).
    There´s a strange behaviour with the double doors that open the room with the talisman in Song of the Caverns if memory serves.

  16. #16
    Member
    Registered: Apr 2011

    I keep squirrelling away, adding Thief 2 features to Thief 1. What is wrong with me? I don't know, but this time it's the hotly-requested-by-my-beta-testers:

    Auto-search bodies script for Thief 1 / Thief Gold!

    NewDark shows the "auto-search bodies" setting in the game options even though it doesn't work in the game. This script will make it work in your mission at least.

    I'm just going to put this one inline here, since it doesn't really need a demo mission or any files but the .nut:
    Code:
    /* Make the 'Auto-search bodies' game option work in Thief 1 / Gold.
    **
    ** -- INSTRUCTIONS --
    **
    ** To use this script in your mission, you need to:
    **
    ** 1. Make sure you have loaded squirrel.osm
    **
    ** 2. Put this file into the sq_scripts subdirectory of your mission.
    **
    ** 3. Edit the 'Creature' archetype, and make sure its FrobInfo is set to
    **
    **        World Action: Move, Script
    **
    ** 4. Edit all the archetypes that use the CorpseFrobHack script, and add the
    **    T1AutoSearchBodies script ato it. In the default Thief Gold gamesys,
    **    these archetypes are:
    **
    **      * Human (-14): { JAccuse; Corpsed; CorpseFrobHack; GoldSearchCorpseHack; FALSE}
    **      * Haunt (-1320): { Corpsed; CorpseFrobHack; ; ; FALSE}
    **      * ZombieTypes (-1321): { ZombieRegen; Corpsed; CorpseFrobHack; ; FALSE}
    **      * ApeBeast (-1328): { Corpsed; CorpseFrobHack; ; ; FALSE}
    **      * HammerCorpse (-2976): { Corpsed; CorpseFrobHack; ; ; FALSE}
    **
    **    Of course if you don't use some of these archetypes in your mission, or
    **    you never give some of them any items contained with the Belt or Alt
    **    type, then you don't need to edit those.
    **
    **    For example, after editing the Human (-14) archetype, its Scripts
    **    property will look like this:
    **
    **        Script 0: JAccuse
    **        Script 1: Corpsed
    **        Script 2: CorpseFrobHack
    **        Script 3: T1AutoSearchBodies
    */
    class T1AutoSearchBodies extends SqRootScript
    {
        // This is all just copied from T2's AI.SCR
    
        function GetCarriedObj() {
            local candidate = self;
            local contlinks = Link.GetAll("Contains", self);
            foreach (curlink in contlinks) {
                if (LinkTools.LinkGetData(curlink, "").tointeger() < 0) { //external carry
                    candidate = LinkDest(curlink);
                }
            }
            return candidate;
        }
    
        function OnFrobWorldEnd() {
            if (DarkGame.BindingGetFloat("auto_search") != 0.0) {
                Debug.MPrint("Performing Loot And Lug");
                local carriedobj = GetCarriedObj();
                if (carriedobj != self) {
                    Container.Add(carriedobj, message().Frobber);
                    Reply(false);
                }
            }
        }
    }

  17. #17
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Fields of bluegrass
    Awesome work!

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