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Thread: Please ask your basic (newbie) questions in here.

  1. #426

    Mechanical eye?

    How do I get Garretts mechanical eye to work?

  2. #427
    Administrator
    Registered: Sep 2001
    Location: above the clouds
    If you simply want to know how to play the game, read the manual, or check your control settings. I'm not sure why you're asking this question in an editing forum.

  3. #428
    No not in the game I need to know how to get the eye to work in my map like it does in the official maps.

  4. #429
    Member
    Registered: Apr 2005
    Location: Scotland
    It should anyway, once you put the level into the game.
    Just normal controls (make sure your key-bindings in the editor version of the game are what you think they are).
    It's an innate ability rather than an upgrade, so should always be available.

  5. #430
    Thats weird it zooms in and out and plays the sound correctly but it doesn't have that night vision look.

  6. #431
    Member
    Registered: Apr 2005
    Location: Scotland
    Personally, that's not something I'd consider a loss.

  7. #432
    Member
    Registered: Jan 2005
    Location: South Quarter, The City

    Highlighting and Frobbing

    I have a problem where i can frob a door but can't highlight it. What should I do?

    Thanks.

  8. #433
    Member
    Registered: Apr 2005
    Location: Scotland
    Eh?
    You can open the door, but it doesn't glow blue for you?

  9. #434
    Door
    Guest
    How do you set the minimum light level? / ambient light for large outdoor areas, or light that fills an entire room ect ect.
    edit: Also is it just me or is there no "BED" that can be placed in the level?
    Last edited by Door; 19th Jul 2005 at 18:32.

  10. #435
    Member
    Registered: Apr 2005
    Location: Scotland
    Door - minimun light level is either in level properties (edit menu, so it affects the whole level) or in a zoneInfo actor's propeties if you just want a local area.

    And Beds? They're staticmeshes, and you attack NPCs to them with Sleepinglinks to make them lie on them, though not all of them seem to have the right attachment points for it to work

  11. #436
    Door
    Guest
    0kay, but I'm trying to use the Zoneproperties you mentioned and I made one, but when I try and add a light value it deletes iy. How do I go about making a room bright with a zoneproperty? Also I have no experience using staticmeshes, can you help me with adding a bed?

  12. #437
    Member
    Registered: Apr 2005
    Location: Scotland
    I haven't actually checked this in Flesh, as opposed to Unreal, but the property is ZoneLight, or ZoneMinimumLightLevel or something like that, rather than trying to add the usual lighting properties to it. Either check the Add property list for ZoneInfo type stuff, and/or check what it already has on it.

  13. #438
    Door
    Guest
    Okay I found the zonelight and zoneinfo properties, I changed the settings on zonelight so that you'd think that it would light the room, but it does nothing. Do I have to tag the zone to the rooms or something, or is it supposed to do it automatically?

  14. #439
    Member
    Registered: Apr 2005
    Location: Scotland
    Might have to recompile, and might A) not work in Flesh, or B) need to be added again as a property (like you need to set the EnterMissionInfo stuff into an added property, dispite the property already being there)

  15. #440
    Door
    Guest
    aww this is confusing . Do I have to add a script to the player start that enables the zone to start, and I cannot add a zone property to the zoneinfo because there is no zone list on the add property list.

  16. #441
    Member
    Registered: Apr 2005
    Location: Scotland
    Zones are the areas between portals - a ZoneInfo actor ought to be placed in each to tell it what kind of sound distortions to apply, or what ambient noises and stuff like that.

    Just by placing one it should work, but maybe they are just relics and only control the sound now.

    Personnally, I'd reckommend that you use the global version, with a value of about grey 16, so the entire level gets a little brighter. But I don't think that's the effect you are after.

    Other wise, what with being so late and not being sure of the setup, I guess the only other real option is to take normal light and make sure it has a big radius. If you want it to be flat (and maybe overpowering) use a FleshLightType = AmbientVertex. If you want really bright like sunlight, try the FleshLightType = Directionals, thought they need the extra DirectionalLightShape property too.

    If you can get a FleshLightType = Ambient to work though, I'd love to hear how.

  17. #442
    Member
    Registered: Sep 2004
    Location: Dunno. What week is it?
    Zone Lighting:

    Delete your Zone Properties actor. Open the View menu and select Show Zone Properties Dialog. A pop up will ask if you want to add an actor in zones with no actors. Say yes. (I suggest these steps just as a precaution to ensure that the editor is happy with your actor.) Right click your Zone Properties actor and select Properties from the pop up window. Select the lowest Properties rung on the ladder. Right click it and select Add Property. In the left column, select Lighting. In the right column, select Volume Properties. Open the rung created and set Volume Brightness to whatever looks good for your level.

  18. #443

    how to use banners??

    can someone tell me how to use banners i can place then easily enough but they are all just a cream colour i asume there is some way to reskin them if so how?

  19. #444
    Member
    Registered: Jul 2005
    Location: Romania

    Can't start T3Ed

    Hy.Don't want to intrerupt,but I get an error messange each time I try to open the T3Ed.Here's the message:''You must launch theThief: Deadly Shadows editor from T3.exe with the ''editor'' commandline argument''
    I've just downloaded and installed the editor and I didn't find anything helpful in the readme.
    Can anyone tell me what is that about?

  20. #445
    Member
    Registered: Apr 2005
    Location: Scotland
    finalglyph - you need to create a new shortcut to the file t3.exe, then open the shortcut properties and add -editor to the end, so the path looks kind of like this:

    Code:
    C:\Thief3\System\T3.exe -editor
    bigall - to use other skins on the banners, you need to either select a different skin in the staticmesh browser before you place it, or rightclick on it and use the sub-menu on the bottom. To add a new skin, you need to select the texture you want in the texture browser, then ALT+LMB on the part of the banner you want to change, like you change any other static mesh.

  21. #446
    thx for the info ...

  22. #447
    Member
    Registered: Jul 2005
    Location: Romania
    Yeah,thanks for the suggestion.Sorry for the disturbance

  23. #448
    Member
    Registered: Apr 2005
    Location: Scotland
    no problem, it is kind of what this thread is for after all.

  24. #449

    getting garret to speak?

    anyone now how tomake garret say something at a specific spot in a map in T2 ..it could br done with a bounding box ?...have tried using amb marker but that plays as soon as you enter the game ?.,or making a very small portal zone around the marker but as of yet no luck , any way to make this or another marker only have a smaller range or is there a proper way to do it

  25. #450
    Member
    Registered: Mar 2005
    Location: Scotland
    Quote Originally Posted by bigall
    anyone know how to make garret say something at a specific spot in a map
    One of the many things needing Trigger Scripts. You would have to make a script something like this: (This probably isn't the exact wording of the script, but close enough )

    Conditions:
    When linked volume [MYSELF] is breached by [Player]
    Actions:
    Play sound schema [Whatever] in 2D sound

    Where 'Whatever' is the name of the schema you want to play. This can be used for any sound, not just Garrett's speech. You would then place a volume wherever you want G to be when he speaks, and give the volume this script.

    I think you can do this with zones as well, but I haven't looked into it yet and so can't help.

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