- Reference -

This reference book describes every link that can be added between objects in DromEd.

This massive iron-bound tome contains descriptions of every property that can be add to objects in DromEd.

Receptron Effects
This reference book explains the usage of the various Act/React Receptron Effects, one of the most powerful things in the Dark Engine.

The Scripts reference section describes the use of many of the vast number of scripts that can be added to objects in DromEd.

Various distances, dimensions, angles, and other measurements. Most of these were discovered by Fidcal.

Sunlight caluculator
A simple tool to calculate the values needed to align your sunlight (or moonlight) with its celestial object (your sun or moon).

Coloured lighting caluculator (Non-Flash version)
A tool to help you choose the Hue and Saturation values you need to give a coloured light source your chosen colour.
The Non-Flash version takes a long time to load and is less accurate; the Flash Version is much faster and more accurate, but it requires the Flash plugin.


- Tutorials (Basic) -

Using Switches and Buttons
This short tutorial explains the basic useage of switches, buttons, and levers.

Barred Doors
A short tip on how to set up barred doors so that AIs cannot see the player through them unless he is visible through the bars.

Retexturing Brushes Ingame
A simple tutorial on how to change the textures on brushes ingame.


- Tutorials (Intermediate) -

Animated textures on objects
This is a guide to setting up animated textures on your terrain and objects.

Common palette tutorial - The easy way to use Bright183
This tutorial will explain how to use Bright to easily repalettise groups of textures, by using some batch files I've written, and a new folder for each texture set. It also explains why you want to do this.

AIs Following the Player
This tutorial will show you how to make a character who follows the player - the first time he is frobbed he will begin to (slowly) follow the player. Another frob will result in him stopping to guard the current area.
This tutorial also demonstrates how to make the Follower move at different speeds using a custom Act/React stimulus.

This tutorial explains how to create a candle archetype that, with minimal effort, can be used to make candles that the player can turn on or off simply by frobbing them.

Disarmable Archers
This tutorial explains how to make an archer with a quiverfull of arrows which, when stolen, will force the archer to disregard his bow and attempt to murder the player in hand-to-hand combat.
Please note that this tutorial was written from Thief 1, and I haven't tested this in Thief 2.
It is quite an old tutorial, but there may still be something of use to be learned from it.

Improving the physics model by using multiple submodels
This tutorial discusses how to improve the realism of Thief's physics for non-standard objects such as shovels.

Triggering events each time the mission (re)loads.
This tutorial demonstrates how to have events triggered by the player reloading the game. This method can easily be used to count the number of times the player reloaded during the course of the mission, to have a message displayed every time the mission loads, or for something more complex.

Triggering events when the player is carrying an object, using invisible objectives
This tutorial explains how you can trigger events on the completion of hidden objectives.
Although this method can be used for any type of objective, this tutorial describes how to use Objective Type 1, 'Steal an Object', to have door swing open when the player approaches it while carrying a certain item.

This tutorial explains how to create a vRand system to randomly perform only one of up to five actions.


- Tutorials (Advanced) -

Setting up a Ghosting objective
This tutorial explains how to add a Ghosting objective to your mission.
In case you don't know, 'Ghosting' is a style of playing Thief in which you must complete all of your objectives without anyone knowing you were there in the first place.


- Tutorials (Master) -

This tutorial explains how to use Genies (or 'Helper AIs') to replace dedicated conversation AIs, freeing up system resources and avoiding problems caused by overlapping conversations that all rely on the same AI as the actor.

In-Game Shop
This tutorial explains how to create a fully functional in-game shop in Thief 2, in which the player can spend his loot to purchase items. At over 5,000 words, this tutorial is extremely complicated, and even just running through it will probably take you over an hour.
There is also an accompanying Demo Mission (355k) which you can download.