Reskinnable Sarcophagus!

I've replaced the textures used on an original tomb model with ones that the editor allows you to replace using the Shape > TxtRepl property.

This works for Thief 1 and Thief 2.

There are no textures included in this zip because the model uses default textures.

INSTRUCTIONS
**Creating the object:
(There are no surprises here, so if you're familiar with custom objects you can ignore this)

1) Extract 'skincrypt.bin' to the obj folder in your Thief directory (e.g. Thief2\obj\ ) (If the obj folder doesn't already exist then create it).

2) Open Dromed, and find the 'Crypt' objects ( Physical -> Furniture - > Crypt ).

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 'Crypt' or any of its three child objects in the world.
*Open up the Properties and Add: Shape > Model Name and enter 'skincrypt' (without quotes).

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 'Crypt' or any of its three child objects, 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 'skincrypt' (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.


**Texturing the object:
If you use an object texture then it has to be from the obj\txt folder (i.e. it has to use the original Thief palette) [e.g. The numbered buttons used for the combination locks in Shipping and Receiving].

If you use a terrain texture [e.g. The secret doors in Casing the Joint or Masks] then that texture should exist on at least one face of a terrain brush so it stays in your levels texture palette, otherwise the colours will not appear correctly.


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R Soul