Schwaa's Custom Objects - Installation
http://schwaa.0catch.com 
Low Poly guild, featuring all of my released models and models by many others: http://208.49.149.120/schwaa
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All objs with this read-me have been updated as of 10/11/06
 Updates include:
  All textures have been repalettized to 10 palettes. Thus saving system resources, and allowing more custom
   objs/textures from others.
  Some objects have been recentered.
  Some objects have had polys reduced.
  Some objects have been completely rebuilt with fewer polys/new textures and VHOTS for particle attachments.
  Skully Bros now have a real ribcage, I have also added a SkullyMace, Skully Hammer, Skully Pick Axe.
    Skulyswh and SkulyVam have not been updated with the new ribcage yet.
  Object Zips will start with an 'S_'

Specific Obj Info: 

LightStreaks- These have animated .TGA files. They will caues Dromed to spit an error at you when you open
  Dromed (everytime) if these objects are in your gamesys. Hit the Cancel button and Dromed will load fine.
  The cause is unknown, but it won't cause problems. If you don't want the error everytime you open Dromed, save
  these objects for last.
  
  LightStreak 1 & 2 are for an arched window. 1 is angled left, 2 angled right (depends where your moonlight is coming from).
   As I used TGA files it allows you to see 'sparkly' SFX placed in the light beam. (Regular invis props seem to block
    particle effects from view).

  LightStreaks 3, 4, and 5 are for square windows. (don't be afraid to resize them). (3 & 4 angle, 5 is straight)

  Give all a Renderer>Transparency Alpha = 1.00 prop.

  I like to create them under Physical>No Physics catagory.
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Contents:
[Example, contents of package may vary]
Mesh - put into Thief II/mesh (This is only for AI's and Arm models)
   cromhand.bin
   cromhand.cal 
     - put into Thief II/mesh/Txt16
   CromBld2.gif

Objects - put into Thief II/obj (this is the most likely used folder)
   cromblad.bin
       - put into Thief II/obj/Txt16   
   CromBlad.gif
   CBladGem.gif 

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Installation:
 Open Dromed. 
Go into the object hiearchy and find swords:

ADD>shape>ModelName>cromblad
ADD>Inventory>LimbModel>cromsw

 If everything goes as planned you should have Crom's Blade in game,
If the player has a sword and picks up Crom's Blade it will replace the regular one. 
If you link Crom's Blade to the Start Point it will be in Inventory already.

Adding Meta-props and other properties is up to you.
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Objects/textures made by the J.Knez/Studio of Schwaa. Allrights reserved. (C) 2001.
For use in Thief II and Dromed II. No connection to TTLG Studios or Eidos Interactive. 