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Tutorials « JasonOtto.net. Dromed Stuff. Compiled by Spitter (aka Jani Saarijärvi). Some notes first: The version number denotes the amount of "stuff" in this collection. This is primarily intended for me (I started this as a compilation of stuff I thought I'd find useful often), but I decided to publish this on the 'net, as someone else might find this thing useful too. As this was first "private", it also contains bits of other Dromed resource compilations (which you can mostly find at Thief-TheCircle).

These resources are Mucho Macho DromEd Reference (by Chibboleth), Dromed Tidbits (by Silver) and DromedTutorialNew (by Xarax). Index Fleeing people I just want my prisoners to flee as soon as they see me! Try this: add the MetaProperty M-prisoner then add/ability setting:flee/always. For the prisoner, go to properties-add-ai-ability settings-flee: condition for flee and set that to "on low alert". What I've done to have "always" is simple: flee:low alert alertness cap: max:high min:low ap:low investigation:don't investigate with. Thief - DromED. Theif 2 Dromed V1.18 Textures. Latest News ~ Well-Equipped Thief. Life! Posted on April 14, 2008 That's right, I haven't forgotten about you! However I am only updating the website to take down all the hi-res texture packs, which I guess is worse.

But wait, let me explain! I've recently joined forces with Liquid Heat builders to peddle my wares commercially on Second Life, which has a thriving texture market. If you have a Second Life account you can jump to my SL store here. This move to filthy capitalism has involved a complete overhaul of the textures: to clean up errors, improve detail and colour treatment, and in some cases to remake textures from scratch in higher resolutions.

But never fear! Yearly update kru Posted on November 07, 2006 I put together a fairly lengthy tutorial on how to create stained-glass windows from scratch, for those of you with DIY tendencies. I've written it to be as non-program-specific as possible, for all you horrible people using GIMP and Paint Shop Pro. Little fluffy clouds Posted on November 06, 2005 Older news posts. LUXtex. Custom Textures. The Gimp: Making Colors in a GIF Transparent. By Crouse USA Linux Users Group Web Site: Sometimes when working with an image you want to make a certain color transparent. When working with a gif file this would make a round circle look round on any color background. This is actually very simple once you do it once. Finding the information for this took me a while so I thought I would pass it on to anyone that was interested. 1. 2. 3. 4. 5. 6.

Most of this information was gleaned from this webpage: and of course my Gimp Bible and my Essential Gimp books. Editor's note: the Washington.edu link above has disappeared. Another fun feature that can be used while using the SELECT and BY COLOR ..... instead of hitting CLEAR you can FILL W BG COLOR or the other one FILL W FG COLOR ........... this allows you to change the colors over the entire image instantly for the particular pixel color you choose to start with. 56 comments More Articles by Crouse -January-01. The Dromesday Book [The Dromesday Book] Working Out Which Files Are Associated With An Object [The Dromesday Book]

Summary This tutorial will explain the process of determining which files a particular object requires. This will allow you to take an object from a package or Fan Mission and put it in your own mission without having extra, unnecessary files. Assumptions This tutorial would be very long and difficult to read if every little aspect of working with custom objects were explained in detail, so the following will be assumed: You can already find your way round the object hierarchy, and know how to edit the archetypes, make new ones etc; You are familiar with using a custom gamesys; You can use programs like WinZip. Introduction If you would like to use a custom object from some package, or even from someone’s fan mission making it available in your own mission involves knowing which files are needed. Packages such as DedX and the HMDK include a base/demo mission with a custom gamesys. Ordinary Objects Finding the Object Model This refers to ordinary objects.

Finding The Textures AI Textures E.g. Using Dromed [The Dromesday Book] TnhScript [The Dromesday Book] These scripts can be found in the free-to-use module tnhScript.osm. Fan-mission authors may include the script module in their mission as long as they fully comply with the Dromed EULA. Demo Fan-Mission This fan-mission contains sample uses of most of the scripts. Using the Scripts Dromed provides standard properties and links for scripts to use. The ControlDevice link is most often used to assocated a trigger (the source of the links) with a trap (the destination). Custom scripts often require settings not provided by the standard properties. When a special type of link is required, the association is made with a ScriptParams link and the data of the link tells what the special meaning is. Generic Scripts Many of the scripts share common features.

All of the generic scripts should put a meaningful value in the message return argument, or at least set it to non-zero if I couldn’t think of anything “meaningful.” The Scripts. Project darkexporter. DromEd Toolkit 1.0. Resizing window for AIWatchObject [T2] Creating Custom AI Skins and Texture Families - By Thorin Oakenshield. Creating Custom AI Skins and Texture Families In this tutorial we will be making custom textures and skins for Thief 2 and we'll be using Adobe Photoshop, Paintshop Pro and Bright. You should be able to use these techniques for Thief 1/G too but that won't be dealt with here. This tutorial assumes you know where to save your custom images and how to apply them to your AI.

Also I recommend using Psp because it's a lot easier. First we will be changing one of the original AI skins. If you haven't already done so extract mesh.crf from your 1st Thief 2 CD. (This is a large file, 34M) PaintShop Pro : The skin I have chosen is POLICE03.GIF.(256x256 pixels, 8 bit, 256 colours) Load your image in PaintShop Pro(left) or Photoshop(right) For now we'll just change the uniform colour of the policeman. As you can see it is greyed out on mine because I have already converted it. In Psp select the Freehand tool or in Photoshop select the lasso tool Then alter the sliders to whatever takes your fancy. Bright : -=|Low Poly Guild|=- - Dedicated to bringing low poly models to the game mod community - - - - - - - - - - - - - - - - - - - - - - - Scripts - gen.osm / convict.osm.

ActivateAmbient gen.osm 1/G/2 Receives TurnOn and TurnOff messages. The AmbientHacked property will be activated or deactivated accordingly. An ambient sound is inactive if the TurnedOff flag is set. ActiveMine Handles the behavior of mines. ActiveFlashMine gen.osm 2 A derivative of ActiveMine (mutually exclusive). ActiveGasMine A derivative of ActiveMine (mutually exclusive). AdvPickScript When a PickStateChange message is received, a TurnOn message will be sent along ScriptParams links with the data set to the new pick state (as an integer). A root script. AICheatScript Handles the FailOnSee and FailOnKO cheats. AirPotion On FrobInvEnd, restores the player's air supply to full. AllAIScript On Sim start, if the AI isn't already posed, it copies the Creature\Current Pose from M-StandPose. AmbientSounds A derivative of DescribeSounds. AnimLight Controls the Renderer\Anim Light and AmbientHacked properties of an object. Arrow Attack A root script.

AttackActivate BlackJack BigClockFace Burplauncher Clock. Water Tutorial -- The Ranstall Series. Solid->Water: Only turns a solid into water. All types of water brushes need to have a flow brush as well to turn them into water - a water brush without a flow brush appears as jorge. Let's start by making a very simple square pool. Carve out a pool in the floor of the room using an air brush - this will allow us to put a gap between the top of the water and the top of the pool. Now clone that brush and reduce its height by 1 foot. Align the bottom of the new brush with the bottom of your pool and set it to "fill water". If you optimise your level now, you will see what water looks like when it has no flow brush. To add the flow brush, select from the list just to the left of the bottom-centre of the screen. Set your flow brush around the water brush, placing it within the world in the same way as any other brush.

Now we need to specify the flow's properties. This brings up the following box. You may have noticed the number 1 above the "edit group" option. Connecting Corridors - 1. Thief Tech. Scripts tnhScript 2.1 A script module including a number of useful and interesting add-on scripts for Thief 2. Also includes a handy script for alerting the Thief player if a needed script module isn't found. Documentation for fan-mission authors can be found at The Dromesday Book. Thief Scripts - convict/gen/D1/D2/QVars A comprehensive list of the standard scripts available in Thief 1/G/2.

System Shock 2 Scripts - allobjs The scripts used in System Shock 2. Public Scripts 2.1 [Pre-Release 1] These script modules bring together scripts that are not available in all games, as well as some older scripts that were badly in need of updating. The scripts for Thief 2 are fairly stable, but still need a bit more testing. PyNumbra 1.0.2 This is a hack that allows you to write Dark Engine object scripts using Python. This should only be used as a development tool. Tutorials Tools Script Installer [Test 3] Actually, it can be used for things other than scripts.

The program is still being tested. Patches.