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Thread: Thief 3 Tweaks - Requests and Discussion

  1. #651
    Member
    Registered: Jan 2005
    Location: Los Angeles, CA, USA
    When the MaxZValForMantle is zero or negative, mantling for me seems disabled or hard to do. Others numbers like 1,2,5,1000 and 99999 seem to be just regular mantling. The bigger numbers did not seem to help mantle higher objects, ledges or different shapes, and did not help to grab ledges while jumping or falling.

  2. #652
    Member
    Registered: Mar 2006
    Location: Kansas City

    Quote Originally Posted by RavynousHunter
    ive found a value in ::default.ini:: under the [Physics] section, called ::MaxZForMantle:: (default val is 5), and i was wondering if any one of you have edited this before and noted its effects. because it would be cool if you could make Garrett able to mantle anything, despite heigt.
    I second that request for any information on mantling.
    And may I add one special request for a clean T3 edge reverse-mantle?
    (Something done in software, without massive re-mapping, would be very cool!)

  3. #653
    New Member
    Registered: Apr 2006
    I was wondering if some one has some tweaks for a cape on tds. i think on the first and second thief it gave garrett that extra finishing touch that gave him that thief like look. Of course that could make him look to much like a superhero but i think it adds to his overall look significantly (it would probably make him look more stealthy as well as cool).

  4. #654
    Member
    Registered: Mar 2005
    Location: Corvallis, Oregon
    Quote Originally Posted by Moggort
    I was wondering if some one has some tweaks for a cape on tds. i think on the first and second thief it gave garrett that extra finishing touch that gave him that thief like look. Of course that could make him look to much like a superhero but i think it adds to his overall look significantly (it would probably make him look more stealthy as well as cool).
    I had something interesting come my way (& the animations with the cape came with the editor but they seem very buggy):



    I won't get into details on how I got it, but this is Garrett_07 and the TDS version is Garrett_08. Apparently it didn't meet the polygon quota . . . He looks rather worn, don't you think?

  5. #655
    BANNED
    Registered: May 2005
    Location: Columbus, Ohio
    lol. He looks like he's about to take flight in the 3rd one. Anyway, I am extremely glad they got rid of the face on that model. Reminds me of one of the elder Hammerites.

  6. #656
    Member
    Registered: Nov 2003
    Location: Shalebridge
    Wow, I think it looks great, a much older and more world-weary Garrett. And the cloak - just how buggy are the animations? Since most pc players play in 1st person and just switch out to 3rd now and again it wouldn't have to be perfect.

  7. #657
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    He looks more like what I imagine an older Garrett from the original games would have looked like. That's pretty cool.

  8. #658
    Member
    Registered: Mar 2005
    Location: Corvallis, Oregon
    Quote Originally Posted by str8g8
    Wow, I think it looks great, a much older and more world-weary Garrett. And the cloak - just how buggy are the animations? Since most pc players play in 1st person and just switch out to 3rd now and again it wouldn't have to be perfect.
    ActorX doesn't like working with a few sequences. Besides, the bone names are different, & the released skeleton has the bone names hard coded for note track info (T3Main.exe has references to the bone names). I think the best approach is disconnecting the cape, add some bones, then attach it to some of Garrett's bones. It might need some ragdoll info.

    Quote Originally Posted by New Horizon
    He looks more like what I imagine an older Garrett from the original games would have looked like. That's pretty cool.
    It certainly reflects the Garrett in cutscene 10 in TMA. The shadows on his face make him look worn.

    There's a lot to fix in this mesh. It was in lwo format (low-poly) & importing it loses the uvw wrapping, & the cape was only one sided (with a few flipped faces) so I had to download a max script to turn it into a solid mesh.

  9. #659
    New Member
    Registered: Feb 2004
    Sorry if it is a wrong place to ask, but perhaps you could help me. I would like to apply a translation mod to the game, but its installer requires a SchemaMetafile_HardDrive.csc Unfortunately, I do not have one. My T3\Sounds directory contents are:
    Schefc31.rra
    SchemaMetafile_DVD1.csc
    SchemaMetafile_DVD2.csc
    SchemaMetafile_DVD3.csc
    SchemaMetafile_Memory.csc
    (I got the game in a SoldOut version on a DVD.) How could I get/create this file? Thanks in advance.

  10. #660
    Member
    Registered: Mar 2007
    Location: LisVegas
    Dunno if this has been addressed, but the instructions to remove the lockpicking window are um... somewhat confusing. At least for me who knows little to nothing about code. Here is the quote lifted directly from the Tweaking Database thread thing.

    Remove lockpicking window
    Contributed by kookoo and revelation2k
    [This tweak will remove the circular lockpicking display from the screen, forcing you to pick locks by watching the lock and listening to the clicks it makes, with no help from the HUD. If you think lockpicking is too easy, try this.]

    You need to alter menus from [LockPickHUDWindow] to [LockPickHUDStageWindow6],
    and change these options from them all:

    Scale_X=x.x
    Scale_Y=x.x
    Scale_Z=x.x

    to:

    Scale_X=0
    Scale_Y=0
    Scale_Z=0

    revelation2k adds:
    Make sure you comment the following line out:
    ChildWindow_8=T3UILights.ini:LockpickLight1

    so that it looks like this
    ;ChildWindow_8=T3UILights.ini:LockpickLight1
    It doesn't mention the relevant file, so I checked through likely ones until I found the lines in T3UI.ini. Okay, so I found one menu called [LockPickHUDWindow] and changed it to [LockPickHUDStageWindow6]. Then I changed the x/y/z values under it to 0, and put a ; at the front of that one line. Then I tried to run the game and it crashed on loading.

    Seems there's more I need to do, and the instructions mentioned a possible several menu headings, but I couldn't find them. There are a lot of lines that say 'LockPickHUDWindow', but the instructions mentioned also that I should 'change these values from them all'. So uh... do I go through the file altering every instance of 'LockPickHUDWindow' and 'scale=x.x'? Because that's all I can figure from the instructions but I'm pretty sure that's wrong.

    I'd really like to get rid of this ugly thing which I think is really goddamn intrusive, and it isn't included in the tweaks installer.

  11. #661
    jtr7
    Guest
    A-HA! I see the problem. (Hello again, Corridor!)

    Anyway, what is meant is that in the T3UI.ini, starting with [LockPickHUDWindow] modify the Scale X, Scale Y, and Scale Z to equal zero, then do the same for every [LockPickHUD--------] menu after that, ending with the one labeled [LockPickHUDStageWindow6]. Yeah, the wording could use a tweak.

    So...if I haven't messed up myself, copy and paste the following over the original lines (hope you made a backup first):

    Code:
    [LockPickHUDWindow]
    Type=T3LockpickHUDWindow
    Width=80
    Height=80
    Scale_X=0
    Scale_Y=0
    Scale_Z=0
    Pos_X=-115
    Pos_Y=-44
    Pos_Z=0
    Placement_X=RIGHT
    Placement_Y=BOTTOM
    Selectable=FALSE
    Active=NOT
    ChildWindow_0=LockPickHUDToolWindowStage
    ChildWindow_1=LockPickHUDToolWindowPick
    ChildWindow_2=LockPickHUDStageWindow1
    ChildWindow_3=LockPickHUDStageWindow2
    ChildWindow_4=LockPickHUDStageWindow3
    ChildWindow_5=LockPickHUDStageWindow4
    ChildWindow_6=LockPickHUDStageWindow5
    ChildWindow_7=LockPickHUDStageWindow6
    ChildWindow_8=T3UILights.ini:LockpickLight1
    ;InputLayerName=Lockpick
    
    [LockPickHUDToolWindowStage]
    Type=T3LockpickHUDWindow
    Scale_X=0
    Scale_Y=0
    Scale_Z=0
    Pos_X=40
    Pos_Y=0
    Pos_Z=0
    Placement_X=CENTER
    Placement_Y=CENTER
    Rot_Roll=-16384
    Rot_Yaw=0
    Rot_Pitch=-16384
    Active=VISIBLE
    Selectable=FALSE
    ActorVisibleName_Normal=MetaLockpickRight
    
    [LockPickHUDToolWindowPick]
    Type=T3LockpickHUDWindow
    Scale_X=0
    Scale_Y=0
    Scale_Z=0
    Pos_X=0
    Pos_Y=0
    Pos_Z=0
    Placement_X=CENTER
    Placement_Y=CENTER
    Rot_Roll=0
    Rot_Yaw=0
    Rot_Pitch=-16384
    Active=VISIBLE
    Selectable=FALSE
    ActorVisibleName_Normal=MetaLockpickLeft
    
    [LockPickHUDStageWindow1]
    Type=T3LockpickHUDWindow
    Scale_X=
    Scale_Y=
    Scale_Z=
    Pos_X=0
    Pos_Y=0
    Pos_Z=0
    Placement_X=CENTER
    Placement_Y=CENTER
    Rot_Yaw=16384
    Active=VISIBLE
    Selectable=FALSE
    ActorVisibleName_Normal=LockpickTumbler2
    ActorVisibleName_Pressed=LockpickTumbler1
    
    [LockPickHUDStageWindow2]
    Type=T3LockpickHUDWindow
    Scale_X=0
    Scale_Y=0
    Scale_Z=0
    Pos_X=0
    Pos_Y=0
    Pos_Z=0
    Placement_X=CENTER
    Placement_Y=CENTER
    Rot_Yaw=16384
    Active=VISIBLE
    Selectable=FALSE
    ActorVisibleName_Normal=LockpickTumbler2
    ActorVisibleName_Pressed=LockpickTumbler1
    
    [LockPickHUDStageWindow3]
    Type=T3LockpickHUDWindow
    Scale_X=0
    Scale_Y=0
    Scale_Z=0
    Pos_X=0
    Pos_Y=0
    Pos_Z=0
    Placement_X=CENTER
    Placement_Y=CENTER
    Rot_Yaw=16384
    Active=VISIBLE
    Selectable=FALSE
    ActorVisibleName_Normal=LockpickTumbler2
    ActorVisibleName_Pressed=LockpickTumbler1
    
    [LockPickHUDStageWindow4]
    Type=T3LockpickHUDWindow
    Scale_X=0
    Scale_Y=0
    Scale_Z=0
    Pos_X=0
    Pos_Y=0
    Pos_Z=0
    Placement_X=CENTER
    Placement_Y=CENTER
    Rot_Yaw=16384
    Active=VISIBLE
    Selectable=FALSE
    ActorVisibleName_Normal=LockpickTumbler2
    ActorVisibleName_Pressed=LockpickTumbler1
    
    [LockPickHUDStageWindow5]
    Type=T3LockpickHUDWindow
    Scale_X=0
    Scale_Y=0
    Scale_Z=0
    Pos_X=0
    Pos_Y=0
    Pos_Z=0
    Placement_X=CENTER
    Placement_Y=CENTER
    Rot_Yaw=16384
    Active=VISIBLE
    Selectable=FALSE
    ActorVisibleName_Normal=LockpickTumbler2
    ActorVisibleName_Pressed=LockpickTumbler1
    
    [LockPickHUDStageWindow6]
    Type=T3LockpickHUDWindow
    Scale_X=0
    Scale_Y=0
    Scale_Z=0
    Pos_X=0
    Pos_Y=0
    Pos_Z=0
    Placement_X=CENTER
    Placement_Y=CENTER
    Rot_Yaw=16384
    Active=VISIBLE
    Selectable=FALSE
    ActorVisibleName_Normal=LockpickTumbler2
    ActorVisibleName_Pressed=LockpickTumbler1

  12. #662
    Member
    Registered: Mar 2007
    Location: LisVegas
    Ohhhhhhhhh. I get it now. Thanks a bunch. I'll go try that.
    (Hello again, person I vaguely remember. )

    While I'm here, I might as well whine about the Diminished Loot Glint .bmp by The Rogue Wolf not being available anymore (site not exist). Don't suppose anyone has a backup handy? I know there are various other loot glint tweakers, including the texture pack which I actually have installed. But that one, while dimmed and coppery, is STILL bright enough to see on the other side of a huge room. The Rogue Wolf's description says "this is loot glint you're not going to see unless you're a couple of feet away and looking carefully. / I think I've got it to the point where it's visible in light, but not obvious in the dark".

    I don't wanna get rid of the glint entirely because otherwise it is impossible to tell whether something I can pick up will go straight into my interdimensional loot bag or will have to be dropped back again with a loud crash. That description sounds just the ticket, although of course I only have his word for it...

    Otherwise you can recommend other glint tweaks, or alternately I can just suck it up.

    I'm being picky because I've only ever played Thief3 all the way through once before, and that was untweaked with original textures and a crappy PC that made it crash constantly. This time around things must be extra perfect!

  13. #663
    jtr7
    Guest
    Dang. If I had a bmp to dds converter I could do what Rogue Wolf did. It's only a 64x64 pixel image of one little sparkle (with a white 1-bit alpha channel, dxt1 format, blah blah blah).

    Until someone else says they have a copy of it, have you looked at this?:
    http://www.ttlg.com/forums/showthread.php?t=103273




    ...
    Last edited by jtr7; 10th Feb 2009 at 02:35.

  14. #664
    New Member
    Registered: Jul 2007

    Third View

    I have just installed Sneaky Update and I am just loving it!

    The only issue I'm trying to figure out is which option should I disable in order to get back the third view option?

  15. #665
    Sneaky Upgrader
    Registered: May 2007
    The only thing in the SU that will disable third-person view is the Minimalist Project. It's not enabled by default so you must have done so yourself?

    Switching off MP will get you third-person back but because MP uses a custom gamesys you may unfortunately experience weirdness and bugs if you continue playing from saves you did with MP enabled - you may get lucky and get away with it but the safe bet is to start over.

  16. #666
    New Member
    Registered: Jul 2007
    Quote Originally Posted by snobel View Post
    The only thing in the SU that will disable third-person view is the Minimalist Project. It's not enabled by default so you must have done so yourself?

    Switching off MP will get you third-person back but because MP uses a custom gamesys you may unfortunately experience weirdness and bugs if you continue playing from saves you did with MP enabled - you may get lucky and get away with it but the safe bet is to start over.
    Oh thank you for the info.
    So sad that "Minimalist Project" is unable to play as third person...
    Wish I could find a way to return back the third person view by using the same Sneaky Upgrade....

  17. #667
    Sneaky Upgrader
    Registered: May 2007
    Come to think of it, third-person can be re-enabled even with MP on. Please see the discussion starting here, especially post #325. I think that having the Garrett animations mod enabled will fix Garrett looking weird, but I'm not sure.

  18. #668
    New Member
    Registered: Jul 2007
    Ok! I'm gonna check it!
    Thanks once again!

    Anyway, just in case, if you think that MP isn't the best Sneaky Upgrade at your opinion, is there a better one you could recommend?

  19. #669
    Sneaky Upgrader
    Registered: May 2007
    Well, the SU comes with a collection of mods - ideally you should experiment a bit before starting a play-through, to find which ones work for you.

    The ones that are enabled by default are the ones that presumably most people would want. The texture pack is great, but will increase loading times quite a bit when fully enabled. MP brings many things closer to classic Thief but also introduces play styles and ups the difficulty quite a bit. There's been a request to split MP into two parts that can be enabled separately, for GUI and gameplay changes. Hopefully I'll get that done for the SU 1.1.9.

  20. #670
    New Member
    Registered: Jul 2007
    Quote Originally Posted by snobel View Post
    Well, the SU comes with a collection of mods - ideally you should experiment a bit before starting a play-through, to find which ones work for you.

    The ones that are enabled by default are the ones that presumably most people would want. The texture pack is great, but will increase loading times quite a bit when fully enabled. MP brings many things closer to classic Thief but also introduces play styles and ups the difficulty quite a bit. There's been a request to split MP into two parts that can be enabled separately, for GUI and gameplay changes. Hopefully I'll get that done for the SU 1.1.9.
    Oh, I will try that!!
    Thank you very much and have a nice weekend! ;D

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