Wrap Around Bench
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This is a wrap around bench model for Thief 2 with NewDark Patch.
It uses 4 PNG textures and clocks in at 1520 polygons.

Model created by gamophyte.
Textures modified by gamophyte and are free to use, generally original creators ask not to redistributed as your own. 
Texture credits:
bnchiron.png - Black rough iron - Owner unknown, I think I made this from a free fabric texture.
bnchstwd.png - Wood slats/supports - "Tileable wood texture 02" by ftourini.deviantart.com.
bnchrdwd.png - Rounded Wood slats/supports - "Tileable wood texture 02" by ftourini.deviantart.com.
newbfril.png - The iron filigree - Derived from an illustration in the sixth edition of Macfarlane's catalogue, 1882.

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Feel free to use this in any way you want. A credit back to me appreciated.

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Instructions for DromEd:
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1. Place the bin file into your /obj folder within your Thief install folder. Place the textures in /obj/txt16.

2. Assuming you have set up a custom gamesys, create a new archetype under any object in the Object Hierarchy (f5) that makes sense to inherit that object's properties.
I liked placing it under: Physical>Furniture>Chairs>RamSofa, then hit ADD button.
(see "Object_Hierarchy.png" in zip) but for this we can call new object "RoundBenchA". The "A" because this would be one half that will take care of the invisible sphere physical model (bounding).

3. Double click on your new object "RoundBenchA". Add the property Shape>Model Name: and type "rndbnch".
(see "Object_Hierarchy_shape.png" in zip) hit OK.

4. Add property Physics>Model>Type: and set "Type" drop down menu to Sphere Hat. No need to set anyting else, hit okay. 

5. Add property Physics>Model>Dimensions: and set "Radius" X to 5, Y and Z are left 0, then set "Offset" Y to 2.5, and Z to -4, X can stay 0.

6. Add property Renderer>Transparency (alpha): and set value to 1, hit okay. (will default to 1.00 which is normal). 

7. Create an instance of "RoundBenchA" in your mission, place when you need.

8. Now to make side "B" to complete bench circle. Select your "A" side: Physical>Furniture>Chairs>RamSofa>RoundBenchA, then hit ADD button. Call new object "RoundBenchB". Now under "A" it has previous set properties.
(see "Object_Hierarchy_shape_AB.png" in zip)

9. Double click on "RoundBenchB". Add property Physics>Model>Dimensions: and set all "Radius" and "Offset" values to 0, hit okay.
No need to have bounding for "RoundBenchB" because "RoundBenchA" placed next to it takes care of it.

10. Create an instance of "RoundBenchB" in your mission, place next to "RoundBenchA" rotated 180 degrees (H). Note you still need to join them perfectly so move sides away from each other (X or Y axis depending how you placed) the value of the object width.

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This method is good if the bench circle center will have something there like a tree or lantern, so no player sink down necessary in the middle, if player climbs up bench. Side A provides a giant sunken sphere hat.
If you do need the player sink down in the center, you could change the [Physics>Model>Type] to just Sphere and it will give you two radiuses on [Physics>Model>Dimensions]. You can essentially make two spheres per side so that all 4 block player but there will be a slight sink. I've teased it out and I achieved this, with it climbing naturally but player will never fall through to the ground though. 