do you want them to swing, as in hanging someone?
A rigidattachment to the noose, with offset changes, and then make the noose a point attachment might work...
Does anyone know how to attach an AI to a noose so that they stay there and don't fall?
Last edited by potterr; 2nd Oct 2005 at 03:38.
do you want them to swing, as in hanging someone?
A rigidattachment to the noose, with offset changes, and then make the noose a point attachment might work...
I have some questions about portals and when they stop the engine from rendering the zone past them.
Do Zone portals have a limit as to how many you can see through, like a long straight hallway with 10 portals evenly spaced, you can see the end or after 5 you get a black wall that would keep pushing back every time you passed a portal walking forward? I assume not, but if they are can that number be modified?
Also would that hallway be a little better with portals that were at angles rather than 90 degrees?
with flat portals, facing 89 deg means everything to your left is rendered, and facing 91 deg means everything to your right is rendered, correct?
with alternating angled portals when you stood against 1 wall facing the other you would render the zone you were in and probably just the zones to each side.
Or does the portal stop rendering when it is out of your field of vision rather than when you are facing an angle more than 90 deg different?
Portals occlude based on their shape relative to you, and their angle and some other stuff.
If you can't see the portal because it's out of your forward "cone", nothing through it gets rendered.
If you can see the portal in your forward cone but there's a wall between you and it, it acts as a mask between you anything beyond it (so things you can partially see through it if the wall wasn't there are rendered), but only if it's in the same Zone as you despite the wall.
If it's like before, but it's not in the same Zone, nothing beyond it is rendered.
It's based in part on the zones, which is why they're important - if you can see through a portal into a Zone, then that zone is masked by the shape of the portal on your screen to see what needs to be rendered (including other portals, if one portal doesn't completly mask out the next, then that next zone is masked by both portals so far to see what should be rendered, and so on). If you can't see a portal into a given zone, none of it is rendered at all.
If it's at an odd angle, or is an odd shape, technically the engine doesn't care, but I've heard rumours it can slow performance a bit. I tend to keep them rectangular and aligned to the grid for simplicity as much as anything else.
I don't know of a limit to how many you can see through, though they each represent a small performance hit (less than if they weren't included at all, but it's still measurable if you put enough of them in). Though if you have 10 portals in a hallway, and it's not because of things branching off it's either very long, and/or you have too many of them.
The stuff on the udn is a little misleading, but if you play with the debug menu commands to render in wireframe and the Sound>Portals display it might explain a bit better, or you can search the forums here - I had an argument with someone a little while back about how they work, but eventually remembered to include pictures that explained my case better.
Ok, the other night I had everything ready...I packaged it up and thought...I better have one play test..and I discover that the Loot Percentage has stopped working.
I have altered nothing apart from a bit up tidying up, no scripts were touched.
Im also beginning to get very fed up, I just run into problems after problems.
If anyone can help, let me know please
I did the objective tutorial a long time ago, and I'm finally at the point that I want to add my objectives to my mission. I'm running into the problem where it tells me it failed to create the directory when I try and make the objective. Someone wrote that this was a problem with having a space in your directory structure. Unfortunately I can't remove the space in "Program Files", my computer won't let me. Can anyone suggest how I get around this? Do I need to totally reinstall the editor (and game) and everything associated in another directory path? Thanks.
You only need to move the editor install:Originally Posted by rujuro
If: C:\Programs Files\Editor
Then: C:\Editor
& you need to change the registry (done with Thief3Launcher)
When I put an AI on a patrol path, it seems to corrupt the map so that it won't load into the game, either through playtesting from the editor, or directly from a shortcut.
This all started after I was messing around with zombies (making them more like T1/2 zombies), but now happens regardless of whether the AI I use is a zombie or anything else. Even if I delete the AI and the patrol path, the map still won't load into the game.Luckily, I haven't messed up anything important with this - yet.
Has anyone experienced this before, and does anyone know how to fix it short of reinstalling T3Ed?
I've had maps become currupted, but never pinned it to anything as specific as the AI. Usually I find an error in the t3main.log file saying tried to load static mesh"" I always have to revert to a previous save. Seems to be totally random though. I can never replicate the cause.
Sounds like something in the gamesys re:AI may have become screwed up?
Possible, though the only AI I changed was my new zombie class. On looking in T3Main.log, it seems to think I'm missing a skeletal mesh 'M1ProtoGuard', although this mesh doesn't seem to exist even in the editor zip file.Sounds like something in the gamesys re:AI may have become screwed up?![]()
I could have accidentally messed something up with the AIs when looking at their properties, I suppose...
I've seen the error about the protoguard, it's not the problem, that one always comes up even when everything is working fine.
Did you try temporarily reverting your gamesys back to before you messed with the AI, to see if you still get the crash? The game automatically backs up the gamesys, so you should be able to go back easily.
This keeps getting worse. Now, any map in which I add an AI, regardless of whether it is on a patrol path or not, crashes. Older gamesys versions didn't help, it still crashed.
This is what happens when it crashes: the map goes onto the loading screen fine, and it actually loads - the compass and health gems appear - but before anything else appears the screen flickers and I get a 'Thief: Deadly Shadows has encountered a problem and needs to close' error, which then puts me back to the desktop.
To make matters worse, I think I actually know what made all this happen (though not why) - last night I accidentally deleted an AI that was connected to an AddAIPoint, the AddAIPoint vanished too, and things have been going crazy ever since. AIs placed before that happened still work perfectly![]()
I don't know what else to try now.![]()
Last edited by Rantako; 8th Nov 2005 at 15:26.
I've done the same thing, deleting the AI and having the path point disappear. Didn't break my AIs, I've added new ones since. Wish I had more ideas, although it looks like a reinstall might be necessary (although hang on to all your custom stuff and add it in a bit at a time to see if it was any of those).
Can somone tell me exactly what I need to do to entry.unr in the editor before I export it as entry.gmp so that my fm will work in GL? I pointed the exitMissionInfo to my map and start point (I think) but I am at a loss.
edit: OK, I fixed that part, I can at least send this to Komag now.
How about... does anyone have any pointers on getting the difficulty button to show up, and getting loot collection to raise the %?
Last edited by Bardic; 11th Oct 2005 at 02:46.
Well, I've been copying all my custom stuff into a fresh T3Ed install, and everything works perfectly - which leaves me none the wiser as to what caused the problem in the first place or how to avoid it in the future. But at least it works. If I learn one thing from this, it'll be to make more regular backups, just in case. My most recent ones are over a month old![]()
You need to set sta_loottotal to the amount of loot in the map, via a script on the PlayerStart. See http://www.ttlg.com/wiki/wikka.php?wakka=BasicMission, part 3.4. It's also a good idea to read through most of that page (sorry!) to avoid other problems.Originally Posted by Bardic
ok, not to sound like a punk, but is somebody working on a Garrett Loader where you don;t have to edit all this stuff. I mean It would be great to just install it and go.
Garretoader 1.21 should do everything (well, it will put in the correct t3main file if you don't have it where 1.12 doesn't.)
We did a fresh install while trying to test my mission on my brother's computer. Installed Thief3, replaced the exe so we didn't have to have the cd in the drive, replaced the t3main ourselves (because we are still on GL 1.12), Played once so thief would put in a save game folder (and to make sure it worked), and installed garretloader and configured it.
My FM and the Speacial Vintage FM worked, and it reverted to the original game without any problems.
Leaps and bounds, Thanks Crispy, I added that to my playerstart where before it was on the entermissioninfo actor, and it works much better.
Let's see, I keep starting this message then answering my own question or fixing little things.
By the way, Ctrl+W to copy a volume doesn't work very well, the resulting volume won't always accept "when I am breached by [player]" scripts, I had to delete and make the volume with the builder brush.
Still no luck getting the difficulty button to show up. but I did find the property in the entry.unr to show it, so maybe my packaged mission will work so you can choose difficulty.
With regard to vanishing things: they can almost surely be found with Edit->Search for Actors (something like that). I once had something vanish and that was the only way I could find to select and delete it.
I often had that problem with volumes. I think the only volumes you can tweak are the navmesh subtraction volumes.Originally Posted by Bardic
I have used the fake backdrop surface setting in my map, but I notice that the OMs use the bf texture instead ... is there a particular reason for this?
I think someone said the bf texture doesn't get rendered, like the engine knows not to render it. So if you use another texture, it gets rendered, then made invisible so you don't see it anyways, I think.
Now if you already have all your fake backdrops with the same texture, you can just select all of the same texture and do a mass change over to BF (you probably knew that, but others might be interested)
Also, you can fall through fake backdrop like you do through BSP holes - which isn't really a problem, as long as you can't get to the fake backdrop areas.
I've noticed that my fake backdrops, which don't use the special texture, delete items that hit them, which looks a little strange sometimes! Perhaps this is the reason for the special texture - rather than deleting items, it allows them to pass through?