NOTEME This tutorial was originally written by Arcsim and stored at the Dromed Central. My comments follow the same syntax as this one. Everything else was written by Arcsim.
This tutorial explains how to import a T1 creature into T2
Ok, I finally figured it out! Here is the tutorial: Ok, So you want to get a critter from Thief 1 into Thief 2. Here is what you need:
editor/schema/directory of the Thief 2 cd number two.
Once you have all that, we can begin. Let’s assume that we want to add mages into Thief 2 (NOTE: You need Thief Gold for this, although the instructions are the same). Ok now the first thing we are going to do is get the model. Go to your
Thief gold\crfs\ directory and open
mesh.crf. Extract the following files:
Fmage (has no extension) . Make a directory in your Thief 2 folder called
mesh. Put the fmage files in there. Now fire up Dromed and create a spellcasting critter, let’s say a Mechanist priestess. Edit the properties and go to Shape→Model name. Change it to
Fmage. Portalize, do pathfinding etc. Then check it out… Oh no! It looks somthing like this doesn’t it:
There seems to have been a picture here originally.
The problem is that the model is missing its skin! What you need to do is open
fmage.bin in notepad. It will look like gibberish, that’s normal! Now look at it carefully… near the top there will be a small bit of normal text… in this case it will say
5fire2.gif. Now open the Thief gold
mesh.crf file again and extract
5fire2.gif. Now make a directory called
txt16 in your
thief2\mesh\ directory. Put
5fire2.gif in there. Ok now! Go back to Dromed and check out your new fire mage-looking priestess. But we still need the voice! Now this is the tricky part. Here is what you need to do: create the following folders in your Thief 2 directory:
Extract the following into the
snd.crffile. (for some bizarre reason, this is only necessary before the patch)
snd.crf(NOTEME Hold control while selecting in winzip… you can tell if it’s a mage file by looking at its directory. If it is
mage2then extract it.
Make sure directory structure is preserved
It is very important! Now extract the following files into
mg2.sch schemas contained in the schemas zip file which is in the Dromed zip file on Thief Gold CD #1.
The whole set of Thief 2 schemas (Just extract ‘em all).
speech.spc (You should have extracted it with the Thief 2 schemas) in notepad. Take a couple minutes to look at the file, noticing the syntax. Notice how whenever there is a random voice, there is first a voice statement with No Archetype statement, then the actual voices that will be picked follow, with archetype statements using the name of the first voice declared. Here is an example of this:
voice vmechfems //RANDOM FEMALE MECHS [#3-4] voice vmech3 //mc3 -female archetype vmechfems voice vmech4 //mc4 -female archetype vmechfems
Ok, now keep that window open, but open
mg1.sch in notepad also. Look at how the syntax works. The important bit here is the declaration of what the voice name is. Here is an example:
schema_voice vmage1 1 tolevelone
vmage 1 is the name of the voice. As you can guess,
vmage2 is the name of the other mage’s voice. Ok, now go back to the speech file, go to the end, and put this in:
voice mages voice vmage2 //mg2 Mage 2 archetype mages voice vmage1 //mg1 Mage 1 archetype mages
See how we used the structure of voice declarations and archetype declarations? Now save the speech file (careful not to save it as a txt file try putting
speech.spc in quotes and selecting “all files” . Now add to the priestess the property
speech/voice and type in mages then hit ok. Now enter the command reload_schemas. Save your gamesys as something different and then do set_gamesys *gamesys name*. Load it up, and you should have a priestess that looks and sounds like a mage. In order to make this fire mage actually shoot fireballs, I suggest you check out the thief's guide to creating custom characters. Please reply if you find any inaccuracies with the tutorial. Thanks to the following people, without which this tutorial would not be possible: