Schwaa's Custom Objects - Installation
http://schwaa.0catch.com 
Low Poly guild, featuring all of my released models and models by many others: http://208.49.149.120/schwaa
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Schwaa's T2 Object upgrades. version 1.
 This is to compliment Nameless Voices upgrade pack. I tried to cover models not already done.
 Just drag and drop into ThiefII/obj folder. All use original textures.
 Most have highly increased polycount for better detail than originals.
 Alot of these use textures in the txt folder, so alot of them probably work in T1,TG but I haven't tried.
 
Specific Obj Info: 

Each desk can be used as a container. Add>s>script> Container is you want it to hold something. Or use a custom script to block an obj frob until the door is open.
  This doesn't work so hot with drawers because the obj won't slide out with the drawer.
  You can also add the LockSounds script if you want to lock them.
  If you do lock 'em, ADD>Tweq>Lock State (leave all blank)
                      ADD>Tweq>Lock Joint> Stop tweq, joint 1


desk.bin - overrides the 'ramirez desk'. Adds one opening drawer, one opening door. Improved UV mapping. Added drawer/door handles.
          - set up for new missions Add>Tweq>Joints state
                                    Add>Tweq Joints>Stop Tweq
                                                    Sim
                                    Primary Joint (2 for drawer, 3 for Door-only one can be used per concrete obj)
                                    Sim (for the joint you choose)
                                    x,y,z = 1,0,1.3 (for drawer)
                                          = 10,0,90 (for door)

desksec.bin - This desk isn't in the gamesys, but alot of missions use it anyway. You can too. Has desk 'door' and one drawer.
          - set up for new missions Add>Tweq>Joints state
                                    Add>Tweq Joints>Stop Tweq
                                                    Sim
                                    Primary Joint (2 for door, 3 for Drawer-only one can be used per concrete obj)
                                    Sim (for the joint you choose)
                                    x,y,z = 40,0,130 (for door)
                                          = 1,0,0.7 (for drawer)

dincab.bin - This overrides the Victorian Hutch. Has 2 opening doors with handles. Improved UV mapping.
          - set up for new missions Add>Tweq>Joints state
                                    Add>Tweq Joints>Stop Tweq
                                                    Sim
                                    Primary Joint (2 for drawer, 3 for Door-only one can be used per concrete obj)
                                    Sim (for the joint you choose)
                                    x,y,z = 10,0,90 (for left door)
                                          = 10,0,90 (for right drawer)


vasej and vasej2.bin - higher poly decor vases.

spotligh - higher poly spotlight. Added Illum prop to the glass so it'll look lit up or off with AnimLight props.
           Fixed the joints. Lights are weird joint objects, they are opposite most for good reason.
           Joints only move to fixed position after game starts, so light casting can't be correct is the light angle changes so...
           Create this light, add the angle you want it to point. Now the brackets won't line up with your wall or ceiling.
           That's what the joint is for. If hanging from a wall, set the joint 1 position opposite the light angle.
             ie: you angled the light 30 degrees in game, set the joint angle at 330 (330 + 30 = 360) If it's mounted on a wall it'll be 90 degrres off, you can figure that one out.
           You also have to go in and out of game to position it against the wall or cieling as the joints don't move in Dromed.
           -Set Tweq>Joints State : On; None; On
           -Tweq>Joints : Stop tweq, Sim joint1, Sim
            x,y,z = 1, your angle (see above), your angle (the bracket arms move when game starts, if you put your desired angle in the min/max boxes it will snap into place within a fraction of a second,
                                                           not noticable unless you are standing there looking.

walspot - higher polys, Illum prop. Added Joints.
          works almost the same as the spotlight, EXCEPT the jont angle should match the lights angle, ie: light is at 30 degree tilt, joint should be 30 degrees [hanging from ceiling])

sewlite - higher poly sewerlite (whoopie)

keys - all keys are extremely high poly now. Doesn't effect the game, you don't see that many at once anyway, but since they are such a high priority item in Thief, why not.

bunsen - who doesn't want a higher poly bunsen burner. I know I do. Add a VHOT1 to the top, now you can light your bunsen, I recommend removing frob props so the player doesn't get burned. You probably need to add some sort of gasline
         to a lit bunsen for reality's sake.

glasses - now they actually look like they might be worth something. 210 polys instead of 80.
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UPDATES to VER 1.1

bone1, skull, spine, spinesk - increased polys, T2 textures.

expmine, flshmine, gasmine, flashbom - Same tex, increased polys, Illuminated buttons, transparent glass.

plate 1 thru 6 - increased polys.

chandee - improved glass chandelier, increased polys.
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Contents:

desk.bin
desksec.bin
dincab.bin
vasej.bin
vasej2.bin
spotligh.bin
walspot.bin/walspot2.bin-these are the same, but there are 2 entries in the gamesys.
key:1,1a,2,2a,3,3a,4,4a,5,5a,red,org.bin
sewlite
bunsen
glasses
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Installation:
  Drop all files into your Thief II/obj folder.
All use original textures.
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Objects made by the J.Knez/Studio of Schwaa. Allrights reserved. (C) 2001.
For use in Thief II and Dromed II. No connection to TTLG Studios or Eidos Interactive. 