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Thread: AM16's Thief2 Fixed 1.2d - Bugfixed Original Missions - Updated 2018-06-01

  1. #76
    Member
    Registered: Sep 2002
    Location: College Place, WA
    I was the only one editing missions, but I had help in many ways.
    The stuff I re-added was literally just a couple brushes on the corners of the south side, and I fixed the railing on top of the mission. Most of the posts were missing.

    It was VERY seldom that I changed a texture... 99.9% of the texture changes were alignment. But if the bridge stood out to you, too, then you get the idea of the kind of changes I did. If it stands out to you as wrong, or is misaligned, then fix it, and you'll end up with a similar product. =P

    In Casing the Joint and Masks, I remember noticing that all the closets had brushes for trim, but mostly only the ones with secrets doors had the trim textured, so I spent a huge amount of time, adding the trim texture, and aligning the closet textures. It was also pretty clear in those missions, that one of the authors didn't know how to alter the time of a brush, so they made 5 air brushes for trim around the perimeter of a room (3 walls, and 1 on each side of a doorway), instead of making one fill air brush for the room, and another one for the trim, then setting the solid doorway brush to be created after the trim. When aligning floor textures I found it easier to just redo the brushwork than trying to align 6 surfaces.

  2. #77
    Member
    Registered: May 2005
    Location: United Kingdom
    Time for another playthrough of Thief 2! Thanks so much for your hard work AntiMatter_16!

    Mirror

  3. #78
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    Minor problem but I noticed it when opening up your file so that I could compare it to my version:

    Click image for larger version. 

Name:	miss11tower.png 
Views:	74 
Size:	804.4 KB 
ID:	1712

    I've got a comparison shot there so you can see what I did to fix it.

  4. #79
    Member
    Registered: Sep 2002
    Location: College Place, WA
    Looks like resetting the scale property to 1,1,1 and moving the object to 144.5, 351, 44 works best.

  5. #80
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    Well, that's even better than what I did.

  6. #81
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    Can you tell me who made the custom blackjack model that's included in this release? I had been trying to figure out where I found it from, and it turns out it's in your package. I was thinking of including that same blackjack into my FM, but before I do I need to know who made it specifically so I can credit them in my readme.

  7. #82
    Member
    Registered: Sep 2002
    Location: College Place, WA
    I believe Voodoo47 was responsible for that. IIRC, I modified them to use TGA textures though.

  8. #83
    Zombified
    Registered: Sep 2004
    nope, somebody else made them. will send him a link to this topic.

  9. #84
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    I look forward to a response. My mission is practically done, but wanted to add the blackjack object.

  10. #85
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Here is the zip with matching blackjacks and blackjack arms. The idea was to make the blackjack arm use the blackjack object so that it would be easy to make sure that they match each other by using the same texture in the TXT16 directories. But, unlike the swords and the sword arm, the original blackjack is larger than the blackjack held by the arm. Additionally, the blackjack held by the arm is at an angle that would have the blackjack handle go right through Garrett's palm.

    So I had to resize the blackjack and while I was there I redid the surface normals so that the texture was mapped correctly as a cylinder. Some of the original normals were a little wacky resulting in incorrect texturing. The angle of the blackjack in the hand was adjusted so that the blackjack is held in the hand, not piercing it. These use the original blackjack texture.

    Then I took the blackjack image off of the arm model, resized it and reworked it to make a higher definition "EP" texture. And I used that with the new models.

    Lastly, I remodeled a slightly higher poly blackjack (from 33 to 64 polys). This new model is shaped more like a real world blackjack. so there is this third variation of the blackjack & arm.

    Use any of them that you want. If you want to play around with retexturing the blackjack, you now can do so for both the arm and the blackjack with just one texture.

    Mirrors welcome.
    Last edited by LarryG; 7th Aug 2013 at 15:15.

  11. #86
    Zombified
    Registered: Sep 2004
    do note that the texture for the blackjack4 is flipped vertically.

  12. #87
    Member
    Registered: May 2002
    Location: Between dreams and shadows...

  13. #88
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    Great, thank you Larry!

    Update:

    I noticed what voodoo47 mentioned, but I also had an issue with the blackjack 4 (the hipoly one) where a part of it was see-through. That may have been because I grabbed AM16's .tga version of the texture for the blackjack and resaved it as a gif. In any case, what I ended up doing was just copying his version of the .bin/.tga files and it works fine. Seeing as how this is for a NewDark mission anyway, using a .tga is of no problem.
    Last edited by sNeaksieGarrett; 7th Aug 2013 at 22:17.

  14. #89
    Member
    Registered: May 2002
    Location: Between dreams and shadows...
    Quote Originally Posted by sNeaksieGarrett View Post
    That may have been because I grabbed AM16's .tga version of the texture for the blackjack and resaved it as a gif.
    Unless you did so carefully, ensuring that colour index 0 did not appear anywhere on the resulting gif, that's guaranteed to be the problem. Most programs that take a truecolour image and convert it to an indexed one will, unless you explicitly tell them otherwise, use all 256 colour slots in the result image including colour 0 - which is fine, provided that you don't then use the resulting image in something that treats colour 0 as transparent like Thief does.

  15. #90
    Is the new bug with zombies standing up on level load caused by newdark?

  16. #91
    Zombified
    Registered: Sep 2004
    I don't think so - zombies were always funky.

  17. #92
    Member
    Registered: Jul 2012
    Location: Finland
    Quote Originally Posted by voodoo47 View Post
    I don't think so - zombies were always funky.
    Especially the ones in "Framed" lol

  18. #93
    Member
    Registered: Sep 2002
    Location: College Place, WA
    Quote Originally Posted by SeriousCallersOnly View Post
    Is the new bug with zombies standing up on level load caused by newdark?
    In newdark AND olddark thief2, if a creature pose is set on an AI, it is restored on load. That's why the guard by the dumbwaiter in Running Interference would stand upright after you blackjacked him if you save and reload. That's been fixed, but the zombies creature pose is part of a metaproperty, and can't be fixed.

  19. #94
    Member
    Registered: Nov 2004
    Location: Germany
    Hi AntiMatter_16,

    voodoo47 has informed ​me about this great project here. Nobody knows it better than you how much work it is to do that. You have my respect

    At the moment i'm working on a T2 HD Mod. Is it possible to include your updated missions to the Mod project? Of course i would write your name to the credits too.

  20. #95
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    In the readme included by AntiMatter_16 you can read this at the end of the file:

    Legal stuff:
    Fixed versions of LGS's unstripped missions not supported by anyone. Not responsible for anything. Use at your own risk. You may edit and redistribute any content herein without permission for any (legal) purposes without credit (though it would be nice). Then...

  21. #96
    Member
    Registered: Oct 2001
    Location: Inside at last...
    Quote Originally Posted by Gecko View Post

    At the moment i'm working on a T2 HD Mod.

    Gecko, you just made my day.

  22. #97
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Oh, good, now The Metal Age can look like Unreal too.

  23. #98
    Member
    Registered: Oct 2001
    Location: Inside at last...
    Quote Originally Posted by ZylonBane View Post
    Oh, good, now The Metal Age can look like Unreal too.
    It looks better than Unreal, actually.

  24. #99
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by Fallen+Keeper View Post
    It looks better than Unreal, actually.
    I'm referring to the visual aesthetic of Unreal, obviously, not the literal texture resolution. You know, that oversharpened, oversaturated, grainy yet also slimy look? That.

  25. #100
    Member
    Registered: Oct 2001
    Location: Inside at last...
    Quote Originally Posted by ZylonBane View Post
    I'm referring to the visual aesthetic of Unreal, obviously, not the literal texture resolution. You know, that oversharpened, oversaturated, grainy yet also slimy look? That.
    Yes. But I'm not sure what particular example you have on your mind right now.

    By the way, I'm probably one of the few people that actually like the Unreal engine so if I had to make a comparison to that it would be a compliment in my books.

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