an object with Anim8or.
Before we get started, make sure you have these tools:
(Used to contruct the model)
& BSP (Used to
convert the model)
A paint program. (Used
to skin the model)
MS-DOS. (Used to
run the conversion programs)
Now that you have your tools you need to get set up to
make the objects.
1.) Create a directory that you want to use to hold your
tools and objects.
2.) Place n3ds2e.exe and
bsp.exe inside that directory.
- I would
recommend that you not use N:/Thief 2/obj/ as your directory.
This is best explained by the manual
you can see at the Anim8or website. It's very hard to
learn from a tutorial or a manual. The best advice I can
give you is to practice. I taught myself how to do modeling
with Anim8or in a 3 to 4 month period after Von.Eins released
his custom objects.
Texture Mapping -
Texture mapping the skin onto the model is fairly simple
but not always easy. Again, practice helps.
1.) Bring up the materials bar from Options -> Materials.
2.) Load the textures you want.
3.) Select the faces you want to change the texture of.
(explained in the anim8or manual
4.) Click on the texture you want those faces to have
and then click 'apply'.
faces you selected will now have that texture.
5.) Click the UV button to enter texture mapping mode.
Shift+Mouse 2 and drag to move the texture.
Mouse 1 and drag to rotate the texture.
Alt+Mouse 2 and drag to scale the texture.
You can find a tutorial here.
There are probably more tutorials available if you search
*Textures for Thief must be paletted to 256 colors. For
Thief 2 they can be optimized and placed in /obj/txt16,
for thief 1 they must be converted to the Thief palette
and placed in /obj/txt.
After you have created and texture mapped your model,
it's time to export the model and convert it for Thief.
To export the model to .3ds format, choose Object
from the menu bar in Anim8or and click Export.
Save the .3ds file to the directory you created earlier
so that it is ready for conversion.
The model needs to be converted from .3ds to .e and then
to .bin. BIN files are the format of objects and AIs in
1.) Open MS-DOS. (command.exe)
2.) Change the directory to the directory of your conversion
programs and models that you created earlier.
3.) Use the command 'n3ds2e mymodel.3ds mymodel.e' to
convert your model to .e.
You can illuminate objects or give them transparencies
at this point. Use this tutorial
to do so.
4.) Use the command 'bsp mymodel.e mymodel.bin' to convert
your model to .bin.
Your new .bin file will be located in your directory.
Copy it or cut it and paste it in your N:/Thief 2/obj/
Place any textures you used for the skin of the object
in your N:/Thief 2/obj/txt16 folder (thief 2 only). For
Thief 1 make sure your textures are in the Thief palette
and put them in N:/Thief 2/obj/txt instead. Also remember
that when you convert your skins to 256 colors that the
first color in the palette (index 0) is transparent. So
if you have a completely black skin with two red eyes
and the index 0 color is black, you will only see two
red eyes floating around in game mode.
Report questions and problems to firstname.lastname@example.org.