Thief 2 - Ornate street lamp v2

This object is a from-scratch build of an ornate street lamp for Thief 2. The design is based around triple-housing, cast iron street lamps found in some areas of St Petersburg, Russia, with the Thief 'technomancy' glow ball/particle attachment found on the standard street lamps.

Version 2 adds more street lamp types, better texturing, and a number of fixes.

IMPORTANT: This update requires NewDark. It should work with any NewDark version, but if you aren't using the latest version, don't blame me if unspeakable horrors from beyond time and space decide that you look crunchy and would go well with ketchup.

The two and three lamp housing versions include additional vhots for attaching light markers. If the instructions below are followed, additional light fnords will be attached to the street lamps in the correct locations, regardless of orientation, and follow the lamps if you move them for any reason. It's not quite the same as having two or three light sources per street lamp object, but it's the closest we can get in the Dark engine!

It probably goes without saying that, if you follow these instructions, plonking down one of the triple-housing street lamps in your mission will create three light objects (plus three particle groups via the ElectricLampBasic metaprop). If you're pushing light or object limits, you might want to be cautious.

Contents

The contents of the src folder are not required to use these objects, if you are not interested in the source for the objects, ignore the src directory.

Installing

Unpack the archive somewhere, copy the obj directory into your Thief2 directory. In theory, nothing should be overwritten, if there is a name clash, contact me at the address below.

Two versions of the "Blkglas" texture have been provided: the default version has some metalwork in front of the glass, while the _alt version does not. If you want to use the version without the detail work, delete Blkglas.png and rename Blkglas_alt.png to Blkglas.png.

If you intend to use the two or three housing versions of the street lamp, the first thing you should probably do is create the fnord light archetype that can be attached to the appropriate fnords with DetailAttachement links:

Now you can add the street lamps themselves. The first step is the single housing lamp:

For the double-housing lamp, follow these steps:

Finally, the triple-housing street lamp is added by following these steps:

Note: You must ensure that TWStreetLamp3 is added as a child of TWStreetLamp2 if following the instructions given here. These instructions rely on the ~DetailAttachement of the light fnord attached to vhot 4 from TWStreetLamp2 being inherited by TWStreetLamp3, so that only the single additional attachment of a light fnord to vhot 5 is needed in TWStreetLamp3. If you do not follow these instructions, you will need to create the additional link in TWStreetLamp3 explicitly.

Contact Information

Author: Chris chris@starforge.co.uk
(The Watcher on the TTLG forums).

Email or PM me if you have problems, want an enhancement or find this useful :)

Legal Blurb

This object and any included original graphics are copyright (c) 2013 Chris Page and released under the Creative Commons Attribution-ShareAlike License. To view a copy of this license, visit

http://creativecommons.org/licenses/by-sa/1.0/

or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA.

Essentially this means you can do what you want with it as long as you include credit and don't try to prevent anyone else from using it or any derivative of it.


  1. Adding TWStreetLamp1 to the Streetlamp archetype means that you get the standard particle ball setup and other settings inherited from Streetlamp. ↩

  2. These lanterns include internal polygons that will give the appearance of the light being blocked by the solid parts of the lamp housings if Object SystemImmobile is set to TRUE. Some editors may not like this effect, and should either explicitly set Object SystemImmobile to FALSE, or not add the property to the archetype.  ↩

  3. This only really makes sense in combination with setting Object SystemImmobile to TRUE, in which case the shadows cast by the lamp housing will affect the light gem. Note that the Runtime Object Shadow property can produce unexpected lighting behaviour in some situations: you may need to experiment with this! ↩