Custom 'Carry Body' Objects (Thief2 NewDark (v 1.19 +)

By default, when you pick up an AI's body, the model shown on the right is a very low poly hammerite.

This package contains body objects for each of the AIs from Thief 2. The objects work in version 1.19 (and above) of Thief2. 
In version 1.18 there will probably be rendering issues (polys drawn in the wrong order).

Contents
**** Installation ****
**** Examples ****
**** Custom AI ****
**** .dml files ****

**** Installation ****

Extract the desired files to your 'mesh' folder. The files you need depend on which AIs you use. See the next part.

**** Setup ****

For each AI, note the value of its Shape > Model Name property.

Look at the list of .bin files in this package. If you see a file called 'LM' followed by the model name, put it in your mesh folder.

For the AI, add the property Inventory > Limb Model, and enter the filename (without the extension).

If no file exists for that model name, it's probably shared with another model.

**** Examples ****

Object			Limb Model
Haunt			LMhaunt01
ApeBeast		LMape01
Mech_Guard		LMMecSlM01

All of the other Mechanist guards use also use LMMecSlM01
MechSubMace uses LMmecsub01, as do the two crosbow-frogmen who inherit from MechArcherFem.

The two hammerite guards both use LMhamsol02

Every 'servant' and 'aristo' and 'Pagan' uses their own limb model

All 'Grunts > Cops' AI use LMCop03

'sword guard' and 'bank guard' use LMSWGard01

'BramGuard' uses LMSWGD103
In mesh.crf there are other unused bram guard models, plus an archer. They all use LMSWGD103
The other models are SWGD101, SWGD104, and SWGD102 (archer).

'swordguard2' and 'BankSarge' both use LMswgard02

'SherrifsBowman' uses the same limb model as the 'Cops'
The sword guards in miss1 use different model names (ArhSwd01 and ArhSwd02). Those two, and 'bow man' and 'bank bowman' all use LMArhSwd01

bowman2 uses LMArcher02

The 'KeeperAgent' and each 'thief' also use their own limb models

There are a few more AI models that aren't in the hierarchy:
basso		LMbasso
jenv		LMjenv
pirate		LMpirate

Prisoners
PrisM01		LMPrisM01
PrisM02		LMPrisM02
PrisW01		LMPrisW01
PrisW02		LMPrisW02

**** Custom AI ****

If you have custom AI, it's likely that their textures have the same layout as one of the above. Included in this package are some templates that you can edit for your AI.

The two basic types are long_coat and short_coat. Sometimes I'd load a new texture and find the exisitng template's texture map needed to be adjusted. For example, the male servants each have a stripe at the bottom of their texture, whereas sword guards have a weapon there. That's why there are so many templates.

You can copy one of the bin files and use a hex editor to change the texture. If you can't find a template that matches your texture, you can edit one of the 3ds files and edit the UV map.

**** .dml files ****

From version 1.19 onwards we have the ability to use text files to make changes in game without having to access the files through Dromed.
(see doc\dbmod-sample.dml for info)

I have included a set of .dml files that make the AI in all official T2 missions use the correct carry body object.
There's a file for the gamesys and another for each mission, for example miss1 uses sword guards with edited model names, and some missions have a special AI whose model is not read from the gamesys. The mission files refer to object IDs, so the changes may not work if you're using updated missions.

R Soul