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Old Chandelier object for Thief 2: The Metal Age
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Author: Vaughan Cooper (Sluggs)
Email: sluggs@ntlworld.com
Homepage: http://homepage.ntlworld.com/vaughn.cooper
Date: 12/05/05 Updated: 17/05/05 (Made chain longer)
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Object name: oldchand
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This object contains 4 VHOTS. It has been fully tested using all 4
VHOTS but for some reason, when particles are attached to all of the
VHOTS, they gather in the middle of the object until the player
touches it and then the particles will appear at each of the 4 VHOTS!
(Darn that Dromed!)

To fix this bug, the object has to be turned off first and controlled
via a lever which is either activated by the player or by itself, with
the JointState on.

I shall take you through creating the model first, using a custom
gamesys, then showing you how to create and use the particle effects.
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(Part 1)

First extract the contents of this .zip file into your main Thief 2
directory.

Open up Dromed's Hierarchy. Inside "Physical" we shall be creating a
new list. Let's call it "MyStuff"

Click on "Physical" and then "Add" Type "MyStuff" in the box and click
OK. Now click on "MyStuff", click "Add" then type "OldChandelier" in
the box and click OK. Click on "MyStuff" once again, "Add" then type
"OldFlame" (This will be the particle effect which we will create
later)

You should now have the same as seen in mystuff.jpg

Double-click on "OldChandelier" and we shall create the new object.

01) Add: Shape/Model Name = oldchand
02) Add: Schema/Material Tags = Material Metal
03) Add: Physics/Misc/Collision Type = Bounce
04) Add: Physics/Model/Type = OBB with 6 Submodels.
05) Add: Physics/Model/Dimensions = (X)=3.15 (Y)=3.15 (Z)=6.31
06) Add: Physics/Model/Controls = Location & Rotation
07) Add: S/Scripts/Script 0 = AnimLight
08) Add: Renderer/AnimLight = (See animlight.jpg)
09) Add: Renderer/Self Illumination = 0.00
10) Add: A/AmbientHacked = (See ambient.jpg)

That's the new model set up. (It should be the same as seen in
newobject.jpg)

Now we have to get your mission to use this new gamesys...

In the command window type: set_gamesys yourname.gam

Now save your mission then your new gamesys.

(Part 2)

Now it's time to create the particle effect - the Gas.

Double-click on "OldFlame" and then add SFX/Particles = (See
particles.jpg) Once you've done that, click "Done" then double-click
on "OldFlame" again and you should see a new entry called
"Particle Launch Info" Double-click on that then add = (See
launchinfo.jpg) Now add: S/Scripts = StdParticleGroup then
Shape/Model Name = FX_particle

That's the particle effect created. All we need to do now is to make
the particles already attached to the Chandelier, like the
extinguishable torches.

Double-click on "OldFlame" then add: Links/ParticleAttachment = (See
dialog.jpg) then see links.jpg for the rest.

Now save your updated gamesys. That should be everything now. Create
an "OldChandelier" in Dromed and test it out! (Don't forget to link a
lever to it to control it!) 

Please give me a mention in the credits if you use this object,
thankyou. NOT FOR COMMERCIAL USE!!

Sluggs... (A creative Taffer!) ;-)

This object is Copyright Vaughan Cooper 2005

Note: Creating objects in Dromed and writing tuts for them AND taking
screenshots as well, all at the same time, can be daunting! I'm sure
i've got everything down here but if i've missed something, please
feel free to edit this readme file and add your name along with it.
Your time will be appreciated, thankyou. 