Wheelbarrow - Mk 2: Leaner, meaner, more aerodynamic, more fun!

If you already know how to install custom objects:
Model name: RSbarrow2
Textures belong in txt16 NOT txt
No joints or anything, just a static object

INSTRUCTIONS
**Creating the object:

1) Extract the .bin file and all the .gif files to Thief2\obj (If the obj folder doesn't already exist then create it).
(Your zip program should be set to use folder names. If it isn't, you'll have to manually create a txt16 folder in Thief2\obj\ and put the .gif files in there.)

2) Open Dromed, and find an object that has similar properties to what you expect the wheelbarrow to need. Any stationary wooden object should work [e.g. physical -> Cart (-233)]

3a) If you plan on only using a small number of these, or you really don't want to use a custom Gamesys:
*Create the 'similar object' in the world.
*Open up the Properties and Add: Shape > Model Name and enter 'RSbarrow2' (without quotes).
*Change the Physics > Model > Dimensions property to a more appropriate set of values.

3b) If using a custom Gamesys isn't a problem (Find out how to use a custom Gamesys if you haven't already - it's quite easy really):
*Select the 'similar object' in the Hierarchy, and Click on the Add button. You'll be asked for a New Object Name. What you choose is up to you. Then click OK.
*There should now be a new entry in the Hierarchy. Select it and click on the Edit button.
*Add: Shape > Model Name and enter 'RSbarrow2' (without quotes).
*Click on Done, then Close.
*Save your Gamesys. You'll also need to use the set_gamesys command if the mission is currently using Dark.gam.

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R Soul