Organized by: Yandros (Russ Robbins)
Website: The Weary Taffer -
TTLG Profile
Version: 1.0
Release: July 15, 2007
Important Dromed sites:
The Editor's Guild
The Dromesday Book
Quick Links: Overview - Resources - Usage Instructions
The HMDK is a collection of Thief 2 resources related to the Hammerites, a faction of religious zealots which played an integral role in the story of Thief 1, but were all but absent in Thief 2.
Because of their absence in the Thief 2 story, most of the Hammer resources from Thief 1 were removed from the stock resources in Thief 2. This Kit does much more than restore those T1 resources, however; it expands on them greatly, improving some textures, borrowing much of the Hammer content from Rob Hick’s Dromed Deluxe package, incorporating additional voices from Thief 3, and also bringing in some new custom content by Yandros and other members of the Dromed community.
I highly recommend setting up a separate T2 install and then just unzipping the HMDK into that folder so you can load the preview mission and browse the resources easily. As you decide to use content in your own mission, simply copy over the files you’re using to the install folder where you’re working on your mission. If you don’t know how to set up multiple Thief installs efficiently, check out this thread:
Nameless Voice's technique for efficient multiple Thief installations
When you extract the Kit into a T2 folder, you should overwrite three files in their Schema folder if prompted: Speech.spc, EnvSound.spc, and hits.sch. You should have all the default T2 schemas (or Telliamed's patched version) in place before extracting HMDK, or else don't overwrite these three when you extract the T2 schemas after extracting the HMDK.
Note that there is some work for you to do to bring the new male voices into your mission, as they are not in the HMDK gamesys included in this package (see below for why).
Use these tables to know which files are needed from each folder for a particular archetype in the Gamesys.
You should also read the appropriate section below to learn if any extra steps are needed (like loading voice schemas into the gamesys).
The centerpiece of the HMDK is the huge variety of new AI available - enough to populate an entire Hammer compound and have every AI with a different skin if you want! Here is a complete breakdown:
AI Type | Male | Female | Haunt |
Infantry (soldiers) | 6 | 3 | 2 |
Officers | 3 (general, captain, sergeant) | 2 (captain, sergeant) | 4 (lord, general, captain, sergeant) |
Clergy | 4 priests | 2 priestesses | 2 |
High Clergy | 2 (High Priest + Inquisitor) | 0 | 0 |
Novices | 4 | 2 | 0 |
Archer | 4 | 2 | 1 |
Crossbow | 2 | 2 | 1 |
Sword | 4 | 2 | 2 |
Zombies (most with weapons!) | 7 (soldier, priest, archer, xbow, sword, 2 unarmed) | ||
Apparitions | 4 (Brother Murus + 3 clergy) | ||
Hammer robot | 1 |
Some AI features -
Click here for usage instructions.
Click here for a table of what resources are used by each AI archetype.
Supporting the new AI are six new male voice sets: five ported from Thief 1 and Thief 3, and one by Don Willadsen. See usage instructions below for getting them into your mission; they're not in the HMDK gamesys by default for several reasons:
The female voices were crafted by Rob Hicks for DEDx, and draw from the neutral voice lines from the female Mechs (no references to Karras, etc.)
From DEDx is also the Haunt2 voice set for variety among the undead (they are backmasked versions of the original voices).
Also, the full Murus voice set is included from Thief 1 in case you want to remake Return To The Cathedral!
Finally, if you use the zombies, consider downloading my Thief 3 Zombie Voice Pack, which is a port of the great new zombie voice set from T3.
Click here for usage instructions.
You'll find a modest assortment of new objects to use in your Hammer-themed mission - books and parchments (including matching book art), new banners, shields, two doors, and wall decals.
Click here for usage instructions.
Click here for a table of what resources are used by each object archetype.
A small family of new rug textures, plus one new blue stained glass texture.
Click here for usage instructions.
Player arms skinned with hammer clothing with every standard weapon, so you can make Undercover-style missions! Plus a new hammer arm in both normal and Hammer-skinned varieties.
Click here for usage instructions.
Click here for a table of what resources are used by each object archetype.
After installing the HMDK to a fresh Thief install folder (recommended, see above), just open up HMDKPreview.cow in Dromed and walk around. All AI have the M-FrontGateGuard metaproperty, which means you can walk all around them and admire them safely, or threaten them with a weapon and they'll attack, allowing you to experience combat to hear the voices and see missile weapons in action. You can frob books and parchments to see the book art, slash banners to see them flinderize, or just have fun luring the Hammers into the undead end of the mission and setting up a big battle!
Note: You have to use the weapon cycling keys (Next Weapon, Previous Weapon - check your keybinds) to get to the sword, as it's in the same slot as the hammer. The only way to avoid this in your own mission is to give the player the hammer instead of the sword, or take one away when they find the other.
The HMDK gamesys is slightly different from the one in the Preview mission. The first primary difference is that in the Preview mission, all AI have the M-FrontGateGuard metaproperty so you can walk around without being assaulted; in the HMDK gamesys, hmdk.gam, they do not, since in most missions made with the Kit, the AI will be enemies of the player. The other difference is that in the Preview mission, all the male Hammer voices are loaded, while in hmdk.gam they are not (to save on IDs - see instructions below on how to selectively load the voices you want).
It is recommended that you use the hmdk.gam gamesys in making your own mission, unless you understand how to manage the differences present in the Preview mission's gamesys.
Click here for usage instructions.
Simply get all the right files into \mesh (.bin and .cal), \mesh\txt16 (textures) and \obj (carry pics), and create what you want from the object hierarchy. Click here for a table of what resources are used by each object archetype.
Notes:
Here's what you need to do to get the male Hammer voices loaded into your mission. Be certain of which ones you want before doing so (unless you don't save, for instance if you just want to hear them in action), as it's very tedious to remove the unused schemas from the gamesys later if you need to free up some abstract IDs. Note that this section only applies to the new male Hammer voices; all other HMDK voices are already in the gamesys.
Note on Hammer7:
Although Don W.'s voice acting is superb, the sound quality of the files isn't optimal. The test team and I agreed not to include Hammer7 under the vhammen voice archetype by default, to avoid having the lesser audio quality break immersion for the player. What this means is that even if you load the Hammer7 voice and schemas following the directions above, no male hammers will get it by default.
You have two choices for making use of it (after making the changes outlined above for Hammer7, and doing reload_schemas to load it into your gamesys, of course):
Note that vhammer7 is used in the HMDK Preview mission, however, so that you can easily hear it in game.
Troubleshooting:
Simply get all the right files into \obj and \obj\txt16, and create what you want from the object hierarchy.
Where to find them in the object hierarchy:
Banners | Decorative > Banners > HamBanners |
Shields | Weapon > Shields |
Doors | Under TerrainLike > Door > spinny_door > Door3.5x7 find HamMetDoor > HamMetDoor2 and D3.5x7Wood > door_ham_insign > HamWoodDoor |
Decals | Decorative > Decals |
Click here for a table of what resources are used by each object archetype.
You will find two different notes (with and without writing on the texture) and two different books (each available in four states of being open or closed) under Household > Scroll and Household > Book, respectively.
If you are using the corresponding custom book art (i.e. having the player read in book mode, as opposed to only displaying the text on screen), you also need to be sure to include the entire folder under \books which is named the same as the Book > Art property on each of the notes and books which you're using.
Just load the BlueSG or hamrug family and use the textures as you would those in any other texture family.
If you use the HMDK gamesys, the textures will already be in the right sound group in the Texture hierarchy. If you use a different gamesys, you'll need to manually drag the textures (under Textures in the object hierarchy) into the right sound folder; all the rugs should probably go under CarpetTex, and the window under GlassTex. You'll have to save and include the gamesys with your mission in that case.
The Hammerite-skinned player arms are drop-in replacements for the original textures. Simply drop in the textures for the arms you're using in your mission and Garrett will be wearing a Hammer disguise! Don't forget the carry arm texture (handcar2.gif) to make sure the arm is reskinned when you pick up a dead or KO'd AI.
To use the new Hammer-wielding arms, just put the appropriate files in place and create the one you want the player to use (regular or Hammerite-skinned). See the dependency tables for a list of the files used by each.
If you need to be able to use both normal and Hammer-skinned player arms in your mission (if, for example, it's a multi-mission campaign and Garrett is only undercover in one mission, or it's a single mission where Garrett is only undercover part of the time), you can do it using Nameless Voice's custom scripts and the instructions in this thread at TTLG.
Important Notes on Player Arms
When you are ready to import the HMDK gamesys into your mission, simply do the following:
Testing: | Nameless Voice, R Soul, Sliptip, Brother Renault |
Contributor | Work |
dlw6 (Don Willadsen) | Hammer voice set (Hammer7) |
John D. | Blue hammer stained glass window (from Burglary in Blackbrook for T2) |
Nameless Voice | Several AI fixes and modifications, Hammer Doors (from the Enhancement Pack), much advice |
R Soul | Player hammer arm, great advice during testing |
Rob Hicks | Numerous meshes and skins, female Hammer schemas, Haunt2 voices and schema |
Schwaa | Crossbowman |
Sluggs | Swordswoman |
snakehunt3r | Tweaks to soldier skins |
Targa | Base scroll texture |
Wille | HighPriest and Inquisitor skins |
Yandros | Everything else |
If you contributed something which is not credited here, please email me and I will correct it.
Cheers,
Yandros
This HTML © 2007 Russ Robbins