******Custom Lamp Posts******

If you already know how to install custom objects, well done to you!
All you need to read is that "wb_top.gif" is also used by my second wheelbarrow object. Both instances of this texture are identical.

A note on turning these on/off:

I have included a 'Turned Off' version of each lamp post, which uses a different lamp glass texture. This is the texture of the 'Turned On' version doesn't look that good when not illuminated.

If you want the player to be able to turn the lamp posts on/off I suggest using TrapMetaProp or NVMetaTrap (NVScript v1.0.8) to add/remove a MetaProperty that containes the 'Shape > Model Name' property of the lamp post in its 'other' state.
E.g. if the default state is "On", turning it off should add a metaprop that contains the Model Name "RSStreetLampD" or "RSStreetLampD2". The AnimLight script will handle the particle effects and light emmission.

There are four objects included in this .zip file:

RSStreetLamp.bin - plain glass texture, illuminated
RSStreetLamp2.bin - crossed glass texture, illuminated

RSStreetLampD.bin - plain glass texture, dark
RSStreetLampD2.bin - crossed glass texture, dark

All four models use these textures:
posttex2.gif
posttex3.gif
posttex5.gif
posttex6.gif
wb_top.gif


The following textures are used only by the specified object:
posttexL.gif - RSStreetLamp.bin
posttexL2.gif - RSStreetLamp2.bin
posttexD.gif - RSStreetLampD.bin
posttexD2.gif - RSStreetLampD2.bin


INSTALLATION INSTRUCTIONS:
* Extract .bin files and the .gif files to Thief2\obj\
* The file "wb_top.gif" is also used by my second wheelbarrow object. If that is already installed, you'll be asked if you want to overwrite. It doesn't matter since this texture is identical to the one used by the wheelbarrow.
* The .gif files should automatically be placed in Thief2\obj\txt16\ - but you might want to double check in case your .zip manager hasn't preserved file paths.
* There is a preview image in this .zip (postpreview.jpg) - there is no need to extract that.

SETTING UP IN DROMED:
I have included a demo mission that you can examine. It requires NVScript version 1.0.8, but it's possible to copy the effect by using TrapMetaProp. Explaining how it works is probably a bit much for this already lengthy readme file. Both scripts are well documented so it shouldn't be too hard to figure out how to use either of them.

There are four Archetypes (RSStreetLamp, RSStreetLamp2, OldRSStreetLamp, OldRSStreetLamp2)
and four MetaProperties (RSStreetLampOff, RSStreetLamp2Off, RSStreetLampOn, RSStreetLamp2On)
For your own mission you needn't use them all, only what you feel is necessary. Also, you can name them whatever you want.

R Soul