This zip contains "crystal seeds" models.  Of course they can also
be used for decoration, without actually placing an arrow crystal on or near them.

Optional fun things to do:

If you would like your gas crystals (gasseed.bin) to give off steam/gas clouds like
the arrow, simply create a new object in the object hierarchy for the gas crystals.
Add > Links > Particle attachment.  You want:

~ParticleAttachment
From: (your object)
To: AirCrystalCloud (-3473)

Data: Object, N/A

If you would like to add a little spark effect to the fire crystals (fireseed.bin):
Create your new object in the hierarchy and give it the shape fireseed.
Add > Links > Particle attachment.  You want:

~ParticleAttachment
From: (your object)
To: FireArrowTrail (-2646)

This gives a nice little "spark fountain" effect, which I think would look good in
a cave or near lava, and would indicate a "growth source" for the crystals, similar
to how dripping water creates stalactites/stalagmites.

For the water crystals, you can get a nice effect by using the HolyWaterFountainA
SFX.  For this one, you need to adjust the settings of the SFX, which is fine if
you don't plan on having a Holy Water Fountain in your mission, otherwise you need
to create a new SFX under HolyWaterFountainA and Add > SFX > Particles and
Particle Launch Info.  In the Particles menu, change the Color (palletized), 2nd color,
and 3rd color all to a value of 30 (blue).  Change the Gravity Vector to about -50 in
the Z.  In the Particle Launch Info dialog, change Launch Type to Cylinder and
try changing the Velocity Min to 2 or 3 on the Z axis, and Velocity Max to about 10 or 12.
Or you can change the Launch Tupe to Sphere and give it a Max Radius of about .5 or so.

If nothing else, it's fun to play around with and see the effects.  They really look
quite good without any added SFX anyway. :)

I spent quite a long time in development with the new arrows, arrow crystals, and
these "seed" crystals.  I went back and forth many times to different designs and different
settings.  For these, I finally settled on giving them differing amounts of
self-illumination.  Without illumination, they can be very difficult to see in
dark areas (especially the moss crystals).  However, if you'd like non-illuminated
crystals, simply run bintoe.exe on the file, open the resulting .e file in notepad
and change the illumination to zero.  Then use bsp.exe to make it back into a .bin

You can also use the Shape > Scale feature to give yourself many different sizes
to place around your mission.

-----------------
Objects:

.bin files go in Thief2\obj
.gif files go in Thief2\obj\txt16

AI:

.bin and .cal files go in Thief2\mesh
.gif files go in Thief2\mesh\txt16


--------------------
All my textures, objects, etc found at:

www.thiefmissions.com/targa

and

www.grax.org/targa

may be freely used in any Thief2 Fan Mission that is made available to the public free of charge, as long as I (Targa) am mentioned in the credits for custom objects/textures/etc.  These may NOT be used or distributed as part of any commercial package, re-packaged, or sold in any form.  Some base objects and textures may be protected under copyright law and be the property of Looking Glass Studios and/or Eidos Entertainment.

Enjoy!

-Targa

---------------------

e-mail me with your ideas for new stuff.  It would also be nice to get an e-mail to let me know you're using these things.  I don't have a web counter/download stats, so I have no idea unless or until I see them in FM's.  Also contact me if you have problems or find errors/mistakes/bugs.

targa@optonline.net

Put "Thief" somewhere in the subject, or I might delete it thinking it's junk e-mail.






