There are two kinds of Thief2 object: normal objects and AI meshes.
An object consists of a .bin file and one or more textures. AIs should also come with a .cal file. NewDark can handle a variety of texture extensions: .dds, .png, .tga, .bmp, .pcx, .gif and .cel. It’s unlikely you’ll ever see .bmp textures. .pcx is quite rare because .gif is better, and I’ve never seen a .cel texture.
For a normal object, the .bin file needs to be extracted to your obj folder, and the textures to obj\txt16. Where should the obj folder be? By default it should be Thief2\obj. If you’re using NewDark’s built in FM loader (FMSel), or NewDarkLoader or AngelLoader, it is Thief2FMs\[fm name]\obj.
If the object is an AI (or a rope) it’s similar, but it’s ‘mesh’ instead of obj.
Open the object’s zip* file and look at the structure. There’s no rule that authors have to stick to, so things will vary from zip to zip. Sometimes zips will already contain the right file structure, for example:
Open up obj to double check (.bin file(s) in obj, texture(s) in obj\txt16). If you see a text file, it’s always worth reading it. In this example it says which textures are used by which object, so you can extract just what you need.
.jpg files are usually previews or screenshots of recommended object properties.
Other times there may be no file structure:
In this case you have to extract the object and textures separately. The .an8 file is the source file, for Anim8or.
That’s all there is to ‘installation’. Now you can take any object in Dromed, add/edit the Shape > Model Name property and enter the name of the .bin file, without the extension.
*Whenever “zip” is used, “7z”, “rar” and any other compressed file extension applies too.