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Thread: Thief 3 Tweaks - Requests and Discussion

  1. #126
    Member
    Registered: May 2004
    I forgot to mention this one...

    In default.ini, under LoadingScreen, you can turn off the Thief logo, the "Loading..." text, and the progress bar.

    To remove the logo, place a ; in front of:
    LogoBaseTextureName__t=LOADSCREEN-LOGO

    To remove the "Loading..." text, place a ; in front of:
    LoadingBaseTextureName__t=LOADING

    To remove the blue progress bar, set ProgressWidth__t and ProgressHeight__t both equal to zero. The thin yellow line will still be there, however; this is part of the background graphic.

    You can also change the position of these elements.

    dracflamloc has been able to get a black screen by editing the loadscreen graphics. By manipulating these settings, we could get a black screen with "Loading" in the middle, although transparent would be even better (just like Deus Ex). There's a bunch of "BlackScreen=TRUE" settings for the windows in T3UI.ini; maybe one of them controls the screen blank when you activate a loading zone.

  2. #127
    Member
    Registered: Jul 2002
    Could someone mail me Mr. K's T3PlayerAnims.zip to torment@sbox.tugraz.at please??? For whatever reason I can't download it from the provided link... Thanks in advance!

  3. #128
    Member
    Registered: Jul 2002
    Thanks people, I already got some mails...
    Unfortunately it feels like Garret hovers like a cherub now.

  4. #129
    Member
    Registered: May 2004
    Quote Originally Posted by Morgoth
    Could someone mail me Mr. K's T3PlayerAnims.zip to torment@sbox.tugraz.at please??? For whatever reason I can't download it from the provided link... Thanks in advance!
    Done.


    Okay, folks, I've reorganized the tweaks into sections for easier browsing, and added the latest ones. There's just one problem: I've hit the character limit. Does anyone have web space to donate to a very small HTML file?

    I also added a Current Requests list to the top of the page (I had to cut out the Jump hack to make it fit...). That way, people don't repost the same requests, and anyone can just look at the first post to see if there are any outstanding requests they can try to fill. If someone can host the tweaks as an HTML file, we can just post the link, and use the opening post for current requests.

  5. #130
    Member
    Registered: Jun 1999
    Location: Sunny place
    RATS!!

    I've edited the .bik files that are suppoussed to be the textures for atomic frob and the light gem and the changes don't show ingame.

    BTW, my file(s) are hosted in a personal computer, if someone comes up with a web space or something please upload them there and give me a link so i can edit my post to the new url.

  6. #131
    Member
    Registered: Jan 1999
    Location: Denmark
    hey mental:

    what about the vsynch tweak that some already have mentioned? wouldn't that be a thing to include?

    this is the description from the eidos forums (as posted in the thread "Bugs and fixes. NO QUESTIONS PLEASE" by theBlackman):

    "Frame Rate tweak
    Vsync should be turned off in this game. Doing so will give you a huge boost in frame rate.

    This is because frame rate in this game, with vsync on, is limited to a fraction of your refresh rate. If your monitor's refresh rate is set to 85hz, then your frame rate will either be 85, 42, 28, 21, etc. So if you would have gotten a frame rate of 60, it will only be 42. If you would have gotten 41, it will only be 28."

  7. #132
    Mentalepsy, I think you said you are using the demo version for tweaking, correct?

    If so, there are some small differences that could throw people off. For instance, I couldn't find the [UniqueDeBriefingWindow] that you mentioned in your tips.

    However, I did run across a line in the T3UI.ini file:

    Debriefing_Window=UniqueBriefingWindow

    So I think that it uses the same window and the related settings for both.

    There might be others that I run across. If so, I'll edit this post.

    Oh, and a question: I don't see a way to adjust the MetaGameLights in the T3UI.ini file. There are references to it, but no actual tags, as far as I can see.

  8. #133
    Member
    Registered: May 2004
    Quote Originally Posted by trouble_dart
    Mentalepsy, I think you said you are using the demo version for tweaking, correct?

    If so, there are some small differences that could throw people off. For instance, I couldn't find the [UniqueDeBriefingWindow] that you mentioned in your tips.
    That was Goboperlaminiki's tip. I'm using the full version, and you're right, it's not in there...

    Oh, and a question: I don't see a way to adjust the MetaGameLights in the T3UI.ini file. There are references to it, but no actual tags, as far as I can see.
    Look in T3UILights.ini.

  9. #134
    Quote Originally Posted by Mentalepsy
    Look in T3UILights.ini.

    Whoops. You're right, it does refer to that file and I never put two and two together.

  10. #135
    New Member
    Registered: May 2004

    Remove motion blur

    Request: find a way to remove the motion blur effect that occurs when you move you mouse around, the lower the res the more noticable it gets, and I have a feelin this is slowing things down quite a bit for many, including me.
    I know Farcry has motion blur that seems to work excacly the same, and when I disabled that, the game ran alot faster. It also uses .dds textures so im guessing it will have the same effect in thief 3

    My system:

    p4 2.8c
    Asus P4C800 deluxe
    radeon 9800 pro
    2x256 mb 400 mhz ram CL3

  11. #136
    Member
    Registered: May 2000
    Location: The Maw of Chaos
    Actually, that "motion blur" is a way of keeping your framerates up: It lowers the detail when you move fast so as to help give your framerate a boost. At least, I believe so.

  12. #137
    New Member
    Registered: May 2004
    Slightly off topic:
    It seems that any documents [books, scripts, and popups in the tutorial] are simple sch files, so you can change them with notepad, theoretically.

    BTW: Didn't somone say that they had read a post over at the Eidos forum that told how to eliminate the bloody arrow trail?
    Last edited by Schwartz; 30th May 2004 at 12:19.

  13. #138
    Member
    Registered: May 2003
    Location: Sweden
    I've replaced the atomic frob with something that resembles the old frob somewhat. It's a bit tricky though so I think I would need to make a small patch "package".

    I'll describe it for now, for those that are interested in the details.

    The T3Main.exe contains a list of all shader names, the names can be recognized from the DX:IW demo for example (where all the shaders were open in the system/Shaders folder).

    Change the shader names you want to override to a non-exiting name and the game will try to search for the shader file in system/shaders.

    The shader for the frob effect is the membrane shader(s), that was also present in the DX demo. add your own compiled pixel shaders in the folder.

    I haven't tested much yet so I don't know if that shader is used for anything else than the frob, but hopefully not.

  14. #139
    New Member
    Registered: May 2004
    Hopefully that will work for the arrows too...

    Thanks man!

    One problem though: WHAT THE DEVIL ARE YOU TALKIN' BOUT?!?!?!?!
    I don't see any of this....

  15. #140
    Member
    Registered: Jul 2000
    Location: The Buckeye Nation
    Yeah, the arrow trails are gay. I had an arrow battle with an archer last night, and it felt like Unreal Tournament. I wanted to get fragged at that point.
    Last edited by TBE; 30th May 2004 at 13:27.

  16. #141
    Member
    Registered: May 2003
    Location: Sweden
    as I said it's not an easy edit-text-file kind of thing

    You need to edit the t3main.exe with a binary editor, you need to know where, and you need to know how to code and compile pixel shaders.

    I'll try to think of some way to make an easy patch for download. The problem is that I can't distribute a patched exe, don't think that's very legal. So I have to make a little patch application or something.


    Unfortunately I don't think this will help with arrow trails, because they don't have a special pixel shader from the looks of it.

  17. #142
    New Member
    Registered: May 2004
    Well, thanks anyways man. Sounds like this may still solve a bunch.

  18. #143
    Member
    Registered: May 2004
    Anyone figured out how to remove the light gem icon altogether from the screen yet? I really think the gem is obsolete considering how great the shadows are in the engine, and if removed it would increase the intensity of sneaking around, at least for me.
    Anyway, keep it coming guys, good job so far.

  19. #144
    Member
    Registered: May 2003
    Location: Sweden
    Alright, I made a patch program. Aside from the frob highlight it can also enable/disable loot percentage. Non of these are thuroughly tested, they could affect things in the game they shouldn't, but I think it's pretty unlikely.

    Since I really can't control what rendering modes the game uses to render the frob highlight, it limits what I can do with the shader. Just in case ppl wonder why I didn't do it exactly as it worked in the old games.

    I just need some place to upload it now, if someone can host it let me know.
    (it's just 76k)

  20. #145
    New Member
    Registered: Aug 2003
    Location: Bay Area, CA
    To remove the lightgem:
    In T3UI.ini:

    search for the section [LightGem]
    and set
    Active=VISIBLE
    to
    Active=NOT

    To remove the compass:
    In T3UI.ini

    search for the section [CompassWindow]
    and set
    Active=VISIBLE
    to
    Active=NOT

    I have done the same and I agree with you - helps increase the immersion factor, as well as removes the dependancy of 'playing on the HUD'.

  21. #146
    New Member
    Registered: Jul 2001
    Location: Hamburg, Germany
    I don't know about you, but I want to say a heartfelt huge "THANKYOUTHANKYOUTHANKYOU" to you people. With the changes described in here, Thief3 feels like a totally new game!!!

    I'm sooooo happy

    Now we only need the editor, and everything will be wonderful!!!


  22. #147
    Member
    Registered: May 2004
    Awesome, thanks revelation2k.

  23. #148
    New Member
    Registered: Aug 2003
    Location: Bay Area, CA
    No problem

    Right now I am trying to get rid of the lockpick HUD that shows up when picking a lock, but I just can't get rid of all of it. Has anyone tried this yet?

  24. #149

    Very quick and dirty font change.

    Ok, I cannot STAND the Papyrus font used in a lot of the menus. I have to run the game at a very low resolution (unfortunately), and I really dislike the non-anti-aliased, jaggy letters.

    I was futzing around with the DDS files and not really getting anywhere. I'm not really qualified to do that right now. In fact, I accidentally overwrote one of them, and I'll probably reinstall the game to forestall anything unexpected happening. That is, after I back up my tweaked .INI files.

    The VTCGoblinHand_18 font referred to in the [FontMappings] section in the Default.ini file looked a lot better, so I thought I'd subsitute every reference of "Papyrus_21" with "VTCGoblinHand_18."

    Voila! The resulting change makes the HUD menus look a LOT more like classic Thief. However, it also affects briefings, debriefings, load text, flavor text, et cetera. Also, it doesn't have lowercase letters to speak of.

    Some of it works, like the objective menus and the flavor text. Some of it won't, I think -- like the briefing and debriefing menus.

    EDIT: The "Exit Thief: Deadly Shadows?' popup screen has cut-off text. I replaced the text in CONTENT\T3\Books\English\String_Tags with "Leave The City?"

    If someone knew how to correctly change or add a new DDS file into the Fonts directory, they could use a better font and name THAT tile Papyrus_21.dds.

    To deal with the flavor text, you could maybe add hard returns and space out the text blocks a bit better to make them look more like the old AVI briefings from TMA.

    BTW: The total cumulative effect from all the changes listed is really striking and becoming VERY reminiscent of classic Thief.
    Last edited by trouble_dart; 30th May 2004 at 16:35.

  25. #150
    Member
    Registered: May 2004
    Location: Toronto, Canada
    One thing I found annoying was that the scrolled text in the menus (for the mission objectives, mission briefing, etc.) only displayed in the upper part of the window, making you have to scroll a lot when the lower half of the window went unused. I found the settings to change this in T3UI.ini. The

    I did this for 'uniquebriefingwindow', and I noticed about three lines of text are now written over top of each other at the top of that window...?

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