Shanty Town by Schwaa (J.Knez) http://thiefmissions.com/lpg schwaa11@hotmail.com ========================================================== Quick note: OK, this read me file is incomplete, not gonna list everything here. This is Schwaa's final F'N around with Dromed. My latest unreleased stuff that I figure I might as well get out to the community at some point. Wish I could've done this stuff 7 years ago :D Oh well, Darkmod is gonna rule, just you wait. For anyone who still uses Dromed hopefully this stuff will come in handy. What I will say. Evrything works like it should for the most part in Dromed. Take a look there if you want to figure out how something works. This tex file is outdated, it lists probs that I don't believe still exist, like I said , the cow file works and is a good reference. The zip probably alsoincludes redundant or uneeded files, I'm not gonna do any clean up test, if you use this stuff just check for the proper model names in Dromed, double check the textures before release, my T2 folder is a mess and it's been about 6 months since I looked at any of this stuff other than a quick check to make sure I released thwe correct cow file. so... What is included in demo: ** Shanty buildings for decor, can't be entered. (basic set-up tut way below) **candle wall sconce **electric lights that can be broken to be put out, I'm quite proud of this achievement, took awhile to get right. Lot's of help from Nameless Voice (basic set-up tut below) **wooden shutters that can be opened (not rotated, but the blinds themselves actually open, Ai can't see thru them when closed) **My beeteles in full working granduer, never did figure out how to get their wings to stop moving when there alert level drops) **My Fire Ant, never got the bugs worked out (no pun intended) Always had probs with it weither floating a foot above the ground or sticking to ground and not moving, due to massive replacement of spider joints. If anyone wants to debug (pun intended this time) I included a 3ds file. s_ant.3ds is in the mesh folder **working perfume bottle. Again slightly buggy. You squeeze the bubble, it sprays a mist. Then you have to frob twice everytime after to get a mist, guess it just needs pumped up **High poly wicked trees **high poly pine tree **picket fence pieces **decoraticve screen wall, jointed so it can be positioned as desired. Need to add invis objects for proper shape. **skully crawler, bins included. Never could get it to troll, too many joints or polys. It will crawl in a straight line though. **tower roofs **Demo must be played thru Dromed Needs thn script and NV script (maybe not thn, not sure anymore) ===================================================================================================================== //////////////////////////////////////////////////////// Schwaa's Electric Lites: //////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////// READ THIS BEFORE YOU START /////////////////////////////////// I couldn't find my latest tut, this one has 'glass crates' that controled the breaking function, NV pointed out that thru receptrons the models can have a weak point like a boiler on a combat bot, So the COW file uses that method instead //////////////////////////////// I repeat, do NOT use 'glasss crates' ///////////////////////////////////////// Did you read that? do not use glass crates from tut below, instead look at cow file in Dromed for proper set-up ////////////////////////////////////////////// New electric lights with transparent glass/light bulbs. Can be broken(extinguished) with arrows, blackjacks and swords. Can also be used like regular lights/animlights and be operated by switch. Created by Schwaa (J. Knez) for Thief II. Should work with T1/SS2. Copywrite 2006. http://thiefmissions.com/lpg schwaa11@hotmail.com Contents: all bin files and textures included in zip and need to be included in your mission (unless you don't use all models) Instruct: Set-up instructions. Gamesys: explains how to set-up the objects in your hiearchy Let the fun begin: Explains how to set-up the objects in your mission. Troubleshooting: Issues that might crop up, how to fix. #Remember to save often during the process. Save as a cow file, the save gamesys, set gamesys and save mission for release. ======-+Contents+-======= All .bin files go in your Thief2/obj folder All textures (.gif, .pcx and or .tga) go into your Thief2/obj/txt16 folder (Need to be in the same sub-directories in your mission release) Models: s_ElecLite1_00-04,06 Light post with single lamp 00= unlit 01-04= lit, animated electricity 06= unlit, broken s_ElecLite2_00-04,06 Lamp, for use with s_litePost2 or on top of wall... 00= Unlit 01-04= lit, animated electric 06=Broken, Unlit s_LitePost_2 Light post, fixing for 2 heads. S_ElecWallL_00-04, 06 Wall mount Electric Light 00= unlit 01-04= lit, animated electricity 06= unlit, broken S_ChainLong/ChainShort: Chains to hang hangling lamp from. Textures: ======-+Instruct+-======= ======-+Gamesys+-======= ***Under Lights create: S_ElecLightParts (This is the base pole for 2 lightpost heads to sit on, good starting point for hiearchy): Props: Metaprop>Material>Hard> Metal Shape>Modelname: S_LitePost_2 Physics>Model>Type> OBB,6 Physics>Model>Dimensions : 0.75, 0.75, 7 Physics>Controls: Loca, rota Renderer>Transparency Alpha: 1.00 ***Under S_ElecLightParts create: S_ElecLitePole1 (This is the single light pole, has one lightpost head already attached): Props: Tweq>Models: Continue Sim Anchor,Random Jitter Mull 125 S_ElecLite1_01 S_ElecLite1_02 S_ElecLite1_03 S_ElecLite1_04 Blank S_ElecLite1_06 (for broken model), S_ElecLite1_00 for unlit model operated by switch. Tweq>Model State: On Shape>ModelName: S_ElecLite1_00 Scripts: AnimLight, Extinguishable AnimLight: Max Bright 63,63 120 (150- however bright you like) 30 is a good radius Physics>Model>Dimensions : 0.75, 0.75, 9 Act/React>Receptrons: WaterStim, Abort (Add this to concrete lights as you create them in world, not to hiearchy) ***Under S_ElecLitePole1 create: S_ElecLiteHead (This is a single lamp [lightpost head], it can also be placed on a wall or pillar without a pole) If you add this under the one above you will only have to change these props a little, not add them all over again: Props: Tweq>Models: Continue Sim Anchor,Random Jitter Low 125 S_ElecLite2_01 S_ElecLite2_02 S_ElecLite2_03 S_ElecLite2_04 Blank S_ElecLite2_06 (for broken model), S_ElecLite2_00 for unlit model operated by switch. Shape>ModelName: S_ElecLite2_00 Physics>Model>Dimensions: 1, 1, 2 ***Under S_ElecLitePole1 create: S_ElecHangLite (This is a single lamp that is wall mounted) If you add this under the one above you will only have to change these props a little, not add them all over again: Props: Tweq>Models: Continue Sim Anchor,Random Jitter Low 125 S_ElecWallL_01 S_ElecWallL_02 S_ElecWallL_03 S_ElecWallL_04 Blank S_ElecHangL_06 (for broken model), S_ElecHangL_00 for unlit model operated by switch. Shape>ModelName: S_ElecWallL_00 Physics>Model>Dimensions: 1, 2, 2 =====================::Dromed will not transfer these receptrons from hiearchy to conrete objects::============== (*Add this to concrete lights as you create them in world, not to hiearchy) Act/React>Receptrons: WaterStim, Abort FireStim, Abort (To keep fire arrows from fixing the glass and turning light back on) KOGas, Abort (Gas cloud break glass? I don't think so) ================================================================================================================= ***Under Debris>Flinders>Glass Flinder>Glass Flinder1 create: S_GlassFlinders (These will fall from broken lamp) Props: Transparency>Alpha: 1.00 Tweq>Delete State: On >Delete: Destroy Object, N, N, N, 1500 (1.5 seconds -they will have long enough to hit ground before they vanish to save obj count) Scale: 0.5, 0.5, 0.5 ***Under Debris create: S_ElecGlassCrate (This is the physics model for the breakable glass of the lights, you weapon will strike this to break the lamp instead of the lamp itself) Props: Shape>Model Name: wcratec Physics>Model Type: OBB, 6 >Model Dimensions: 1,1,1 >Controls: Loca, Rota Renderer>Transparency Alpha: 0.00 >Has Refs= True (redundant eh? Has refs makes it stay there visible, alpha 1.00 makes it invis) Game>Damage Model>Hit Points:1 >Max HP:1 >Slay Result:Normal MetaProp>Material>Brittle>Glass Links>Flinderize: (-####) (S_GlassFlinders) Data: 6, 16, scatter=true, 0, 0, 0 ***Under SFX>Spark Shower> Sawblade Sparks create: S_ElecLiteSparx (These will spray from broken light) Props: SFX>Particle Launch Info: Velocity Unrotated=True; Change the Min Time to 0.30, Change the Max Time to 1.30, Change Velocity Max to 3 >Particles: Uncheck Active # of particle: 28 size: 0.01 Color: 224 Alpha: 20 (does this work with squares?) ==================================================================================================== ======-+Let the fun begin+-======= Now that you have the gamesys set-up don't forget that you should've SAVED at least 10 times during that process, this is Dromed after all (SAVE gamesys and mission or cow file). Everything is in place, now to add the lights to your mission. I'll describe the set-up for the single lightpole, obviously the set-up is the same for the double, but you also have to create 2 lightheads(S_ElecLiteHead) and align them with a base lightpole (S_ElecLiteParts). Create one S_ElecLitePole1 in your level, place it somewhere that a thief will need to extinguish it to sneak thru in the dark. That way your work shouldn't go to waste, be sure to include a hint in the read-me that the lights can be shot, slashed or bashed, and that water and gas won't work. =====================::Dromed will not transfer these receptrons from hiearchy to conrete objects::============== (*Add this to concrete lights as you create them in world, not to hiearchy) (If you are making a double lite pole, add these to the light heads, not the pole itself) Act/React>Receptrons: WaterStim, Abort FireStim, Abort (To keep fire arrows from fixing the glass and turning light back on) KOGas, Abort (Gas cloud break glass? I don't think so) -These props negate some Animlight script actions, without this a water arrow or gas cloud would extinguish the light, but not break the glass. Furthermore, a fire arrow would relight the broken electric lamp. ================================================================================================================= Create one S_ElecLiteSparx, This actually doesn't need to be at the lamp, it can be in a blueroom, solid space, whatever. I like it to be with the lamp so it's easy to find. You will have to add links... Create one "Create Trap". This does need to be centered with the crate, maybe lower it just a hair, the bottom of the glass is a good height. This is the position the sparx will come from. (The top of glass in good for wall lamp) Add>Script: TrapDestroy (Leave TrapRelease in the first box) Add the prop> script>trap control flags: Invert (And get rid of No Off) Create one Up/Down switch: nearby for now,can be moved to blueroom later. Change the Tweq Joints> Rate(X) to 20 Add the prop> script>trap control flags: Invert =====================::Quick note::============================================================================= You have 2 choices with the switch and create trap, since you'll need to add props to each one you can either: a-Create a new hiearchy model with the props or b-Clone them each time you need a new one, I prefer this method, you can multi-brush them and clone them together as many times as needed. One set for each light. *You can also multibrush the lights and poles at the same time, and while you can clone the sparx just fine you DO NOT want to multi-brush and clone the SPARX with the other objects. If you multi-brush and clone any item with particles attached it will duplicate every single object in your level, a real pain in the butt! You have been warned. ================================================================================================================= Create one S_ElecGlassCrate, center it from the top view on your lightpole. Now align it vertically so that it covers the glass area of your lightpole. Don't worry, you can see it in Dromed, but not in game. +++You need to add these props to each crate, very easy... Props: Act/React: Receptrons: Poke Stim Min = 0, No Max Frob Object Target Object = # of concrete switch Last but not least, add the name of Object (# of glass crate you are working on) Hit Ok once. You should see Poke Stim in list, now hit ADD and the same info you type in will come up again, change poke stim to Slash Stim, hit OK. Now you should have Poke and Slash in the list, hit ADD once more and change it to Bash Stim. Once again hit Add and choose FireStim, this time change MIN to about 7 (important!). Fire doesn't seem to put out the lights consistantly without a minimum stim, 7 is good because it allows a very nearby explosion to break the light, but not too far away. So if the player aims right at a double lamp they can break both lamps with one shot, if they aim wrong they will only get one lamp. OK, now you should have 4 receptrons. Poke, Slash, Bash, Fire = Frob Object (light switch) ***Links: Up/Down Switch: CD link to LightPole (or light head in case of double light poles) and Create trap ~CD link to Create trap Create trap: Contains link to Sparx (Generic contents) ========================== That should be it. Save again. Go in game and test it out. Shoot a water arrow at the light. It shouldn't have any effect. Now shoot it with an arrow, if you hit the pole you should hear metal, if you hit the glass it should break, sending shards of glass and sparks flying, along with putting out the light and making any guard within hearing distance suspicious. Now try it again with your sword and blackjack. ========================== ======-+TroubleShooting+-======= While I think this set-up is pretty straight foward there is a bit to do and it will take a bit of time to set-up. If you have any problems carefully go through the set-up step by step to resolve them. Possible issues: The light doesn't turn off when hit with fire arrow: Make sure you have Act/React>Receptrons> FireStim set to Abort on the light itself. You actually shoot the glass crate, not the light to break it. If the light doesn't have this prop it can be turned on by a fire arrow. You could also turn it on by shooting a fire arrow at the base of the pole. In case of the double litepole, make sure the prop is on the light head, not the pole as they are seperate objects. The glass breaks, but light doesn't turn off/no sparx: That means the crate is not sending a frob when hit. I had this prob once, had to delete the glasscrate and make a new one, then add receptrons again. Glass doesn't break at all: make sure DeathStage 12 hasn't been added, if so clear the prop. hilight_by_prop DeathStage hilight_rem_prop DeathStage hilight_clear Water arrows/gas arrows break/turn off light: You need to add the receptron/abort props to light itself. ========================================================== OK, Dromed is rough with details, I wish I liked another game as much... Anyway, it's Dromed, nothing can ever be perfect, I tried though. SHANTY TOWNE BUILDINGS///////////////////////////////////////////////////////////////////////////// Issues: Don't let them on the roof :D Then there is lighting, I tried a torch placed in Dromed against a wall, but it could be seen thru the model from various points. Likewise, if any other object is placed too close it might be able to be seen thru a corner also. I placed another light about 4-5 feet away and could see it thru a corner. ***[I've pinned this down to objects with transparency. Any objects with transparency render bad together. Unfortunately some of these houses have transparency because they have grass. ***[I'm rebuilding these houses ground up clean, will be lower poly, I'm cutting the grass so to speak. If the house doesn't have grass we should be able to place grass around the perimeter with no probs, I'll make some more grass objs. This should also let particles be used.] So you can put something like a barrell tight by the corner of the house and not see it thru the house, But if you add a tree or bush you can see it thru the corner, they just need to be moved far enough away that this doesn't happen. So, for this reason, and others such as better pathfinding, blocking AI vision better, casting better shadows (since the house being a lightsource can't completey solve the light gem issues), and to help lower poly count I suggest placing a solid cube inside the house. At grid size 13 I got a 32x22 cube to fit inside, make it 8 feet high so it doesn't stick thru roof. Of course that creates a problem with the objects center being inside solid, so carve it out with an 8 ft tall air brush. Adding wedges in roof might be good idead too, depends on view lenghts polycount- up to you. You could probably make the cube inside not touch ground, that might cut polycount while limiting views also.- leave one foot high off ground level. Torch has VHOT#1 for particles. (torches were removed, might be readded. -VHOT#2 is for chimeny smoke-all models with chimeny) ============================================== S_Shanty01.bin- vhot 1 is for the lightsource, I used a lamp to get rid of particle problems. vhot 2 is for chimeny smoke if you want. I added a bunch of misc objects,grass, ect around the place. Basically if you put any objects right beside the house it'll probably render weird, so I junked it up for you. I'll do a couple more with the junk moved around some. Just place invisible barrels that can't be frobbed or moved where these objects are for physics. These are placed in gamesys so you can duplicate those settings. Make sure they can't be slain. S_Shanty02.bin - another variation of above. S_Shanty03.bin - diffrent house shape. Needs a crate where the side room is. Doesn't have lantern out front, instead 2 windows are lit. don't make it a light, just throw some hacklights outside the windows. S_Shanty05.bin - two story house. Couldn't force it thru bsp, had to chop it up. The lower bricks have to be terrain, which makes it easy to have a basement. S_Shanty11.bin - This is the upper floor of the water house. I'm gonna try to make a 'water wheel' ect... S_Shanty07-09 - variations on a small house. polycount probs... working on these... I'll include a mission file for you to reference. I included a few of my breakable lights. You can use em if you want. I'll probably release this as a demo at some point. Maybe after you release your mission, maybe before if you don't mind other people having the shanty's before then. ================================================ Watch your feet :D - this is an obj that possibly needs custom script, I tried THN Waypoint but it didn't seem to help. Too many joints? Doesn't want to do more than go straight ahead, won't follow trol's.