RTGto3DS usage. Shadowspawn - 8/3/2001 Bug Fixes: 1.01 - Fixed some color problems 1.02 - Removed an unnecessary mesh array from the 3ds output. 1.03 - Set the default output texture format to .gif RTGto3DS is a command line (DOS) program which converts the original RTG files from Looking Glass Studios Thief and Thief2 into standard 3DS files. The RTG files are located in the mesh.crf file. These are in different locations in Thief and Thief2, so you'll have to figure out where they are. The RTG files DON'T have an extension, so when you search the mesh.crf file, you'll see the following, for example; spidey7 spidey7.bin spidey7.cal spidey7.e The file called simply 'spidey7' is the RTG file. If you open the spidey7 file in a text editor, you'll see it's in ASCII. You might also notice that there is a long path to a filename, typically ending in a filename.TIF. We don't have the .tif files for the images, they've all been converted to .gif format, and are also in the mesh.crf file. OK, how to use RTGto3ds. Running it without any arguments gives you the following; RTGto3DS Version 1.0 by Shadowspawn Usage: RTGto3DS /e Infile [Outfile] Ok, first thing is the /e option. The 3DS file needs to specify it's texture map file. Yes, we have the .gif files, but not all 3D modeling programs read them. This option allows you to specify what extension the 3DS file will look for as a texture map type. By default (if you don't specify the option), RTGto3DS will use .gif format. To specify a .bmp file, use the /e option as /ebmp Please note: RTGto3DS will NOT create your texturemap file. It's in the mesh.crf file. You need to extract it and convert it to whatever your 3D program will allow as input. Just make sure it's extension matches what you told RTGto3DS. The Infile field is required, it's the name of the RTG file. An optional output filename can be specified. The default is to strip any extension from the input file name and append .3DS to form the output name. For the above spidey7 example, lets say we want to convert it to 3DS, using .jpg format bitmaps. So, the command line would be; rtgto3ds /ejpg spidey7 which will create spidey7.3ds, which will be looking for the texture map file spiderg.jpg when you load it into your 3d modeler. (spiderg.TIF was the original filename in the RTG file). The output files are accurate 3DS files, but not every viewer or modeler may be able to read them. I've tested with Anim8tor and Truespace, both can read the files. I converted them to a 'prettier' 3DS format using AccuTrans 3D, but a problem has been found with some of the converted files. It seems that certain object names have been truncated. Your best bet is to find a modeler which can read in the converted files directly, then save the AI mesh in the modeler's native format. Where do we go from here? Once you are done modifying the AI mesh, (Adding a horned helmet, changing a sword to a cudgel, etc), you want to bring this back into Thief (or SS2). 1.) Convert the .3DS file into an .E file, using n3ds2e (or 3ds2e, if it's all you've got). n3ds2e is newer, and can be found at The-Circle and Thief-Underground. 2.) Find the directions for MeshScale, and read up on converting .E to .bin (Quick tut - you'll need the batch file from mesh.crf, as well as a .map and .mjo, and possibly a .cal file. It all depends on what AI you're converting. The batch file (dospider.bat, for example) will list the files you'll need to extract). 3.) Move the new .bin and .cal file into your mesh subdirectory. 4.) Create a similar creature in Thief or SS2. 5.) Change the Shape -> Model Name to your new mesh file name