TDS_Mechanists_TexturesPack 
version 1.0

Author			:	Tiens (Baletskaya Tatiana), Russia
Contact Info		:	tiens1978@rambler.ru
Date of Release		:	12th October 2008

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These textures were made for "The Cabal" - fan-made Thief Deadly Shadows mini-campaign, but they can be used with other non-commercial fan-missions and mods. The purpose was to create a new TDS character named Mechanist without changing the original Hammerites' mesh.

If you want to use the textures in this texture pack in a Fan-made Mission (FM) or edit them for your own FM or for distributing such a texture to anyone, you must give proper credits about the Author of this pack in your readme or an easily noticed location in your FM files.

!!! LEGAL:

!!! This and the following text must be included in the credits or readme: 
======================================================================================================
The textures may not be used on commercial projects without the author(s) expressed hand written permission. 

TDS Mechanists Series Textures and Normal Maps Made By Tiens (Baletskaya Tatiana), Russia:
tiens1978@rambler.ru

The original Ion Storm textures are used as a base/guide. 
Original textures Copyright  2003-2004 Ion Storm, L.P.; Eidos Inc.
Tiens is not in any way affiliated with EIDOS, so any need of support pertaining to the use of this texture pack can not be directed to the company.
======================================================================================================


Installation:

To create a new Mechanist character I advise you to make a simple re-skining of some original AIs. It could be any other way but I just do not know it. 

First af all, some things to remember:

- Back up anything you are going to change.
	
- There's a new blue-colored eyes' texture in this pack. If you wish to use it - rename it as Eyes_Brown_D.dds and replace the original one.

- There's no faces in this pack (I prefer to use the original ones) so you can copy and rename any of the original faces from ...\CONTENT\T3\PCTextures folder listed below:

	Face_Guard_Beard_D.dds - for Diffuse texture
	Face_Guard_Goatee_D.dds - for Diffuse texture
	Face_Guard_Mustache_D.dds - for Diffuse texture
	Face_Guard_Plain_D.dds - for Diffuse texture
	Face_Male_N.dds - for Normal texture
	
- There's no Normal textures for Mechanist's legs in this pack (I had no reason to re-make the originals I based at) so you should copy the original HammerGuard_L_N.dds from ...\CONTENT\T3\PCTextures folder and use it as a Normal texture for legs of all Mechanists.

- There's no Normal textures for Mechanist's flaps in this pack (the same reason) so you should copy the original Puppet_flap_N.dds from ...\CONTENT\T3\PCTextures folder and use it as a Normal texture for flaps of all Mechanists.

- There's no Normal textures for Mechanist's heads in this pack (the same reason) so you should copy the original _Head_Coif_N.dds from ...\CONTENT\T3\PCTextures folder and use it as a Normal texture for heads of all Mechanists.

And now let's begin:

1) Find out which skins the mesh you are going to use for your new Mechanist has in the list of MaterialSkin property. Open TDS Editor textures' dialog to check which textures are used for these original characters' skins. Make a choice which of original TDS textures would be replaced with mechanist ones. 

For example:
- There are 3 different styles of Mechanist' uniforms in this pack and I wish to use them all. But I need Hammerites too. 
- I'm going to use the mesh with RagdollTag named "heavy_short" and SceletalTag named "GuardNormal". 
- So I'll replace skins (property is named MaterialSkin) for groups named PrivateGuard, all kind of Zombies and Puppet. Some of legs, faces and hoods are mixed so I have to replace face and hood for ZombieNaked and legs for Beggar too.
- So I'll replace all the original textures named:

Beggar_L_D.dds
Beggar_L_N.dds
Eyes_Brown_D.dds
PrivateGuard_L_D.dds
PrivateGuard_L_N.dds
PrivateGuard_U_D.dds
PrivateGuard_U_N.dds
PrivateGuard_X_D.dds
PrivateGuard_X_N.dds
Puppet_flap_D.dds
Puppet_flap_N.dds
Puppet_H_D.dds
Puppet_L_D.dds
Puppet_L_N.dds
Puppet_U_D.dds
Puppet_U_N.dds
Zombie01_F_D.dds
Zombie01_F_N.dds
Zombie01_H_D.dds
Zombie01_H_N.dds
Zombie01_L_D.dds
Zombie01_L_N.dds
Zombie01_U_D.dds
Zombie01_U_N.dds
Zombie01_X_D.dds
Zombie01_X_N.dds
Zombie02_F_D.dds
Zombie02_F_N.dds
Zombie02_H_N.dds
Zombie02_L_N.dds
Zombie02_U_D.dds
Zombie02_U_N.dds
Zombie_F_D.dds
Zombie_F_N.dds
ZombieNaked_F_D.dds
ZombieNaked_F_N.dds
ZombieNaked_H_D.dds
ZombieNaked_H_N.dds
ZombieNaked_U_D.dds
ZombieNaked_U_N.dds

2) make sure that your Editor is closed and make a backup of all the original textures you are going to replace.

3) unpack this archive to any folder you like and rename all Mechanist textures with names of all original textures you are going to replace.

For example:
- if I'll re-skin MaterialSkin for Zombie_2 then Mechanist textures with names...

	mehan01__L_D.dds - Legs
	copy the original HammerGuard_L_N.dds - Legs

	mehan01__U_D.dds - Body
	mehan01__U_N.dds - Body

	copy any original face named Face_Guard_***_D.dds - Face
	copy the original face named Face_Male_N.dds - Face

	mehan01__X_D.dds - Flap
	copy the original Puppet_flap_N.dds - Flap

	mehan01__H_D.dds - Head
	copy the original _Head_Coif_N.dds - Head

...will get these names:

	Beggar_L_D.dds - Legs
	Beggar_L_N.dds - Legs

	ZombieNaked_U_D.dds - Body
	ZombieNaked_U_N.dds - Body

	ZombieNaked_F_D.dds - Face
	ZombieNaked_F_N.dds - Face

	Zombie01_X_D.dds - Flap
	Zombie01_X_N.dds - Flap

	ZombieNaked_H_D.dds - Head
	ZombieNaked_H_N.dds - Head

3) copy all these new renamed textures into ...\CONTENT\T3\PCTextures and ...\CONTENT\T3\Textures\Characters folders

4) open the Editor 

5) open textures' dialog

6) import matlibs: T3_Characters.mlb and T3_Characters_Guards.mlb

7) make sure that new textures are shown in the dialog (if not - make sure that all new textures are in ...\CONTENT\T3\PCTextures and ...\CONTENT\T3\Textures\Characters folders)

8) to see new textures in work load any mission, reskin characters with suitable RagdollTag and SceletalTag properties, rebuild, save and play the game in test mode - they will upply automatically

9) while packing your FM REMEMBER to include into your FM's zip:
- all these new textures as DDS files (and all renamed original textures you had to use too) into ...\CONTENT\T3\PCTextures folder.
- files T3_Characters.mlb and T3_Characters_Guards.mlb into ...\CONTENT\T3\MatLib folder - to force TDS to use new textures. These *.mlb files could be with an old date (about 2004 year) - that is OK.
