voodoo47 on 4/1/2013 at 11:53
it's just the matter of setting up the correct resource and mod paths.
blaydes99 on 26/3/2013 at 16:42
Thanks Bob, I've been waiting for this. I'll put this to good use in my next Thief 2 playthrough.
DiMarzio on 14/8/2013 at 19:23
Thanks for your hard work! I'm just not sure whether this pack works, as I'm confused between all the enhancement packs I have. I just installed Tafferpatcher 2.0.12 so I have Enhancement Pack (1) and NTEX. And I installed this as advised in the readme, I copied ddfix to RES and FAM.crf to base folder. So I'm not sure if this works, can anyone direct me to a place in a game level with a screenshot so I can check if mine looks the same?
My darkinst.cfg (untouched)
;cd_path E:\
install_path .
language english
resname_base .\patchedres+.\RES
load_path .
script_module_path .
movie_path .\MOVIES
My mod path in cam_mod.ini (also untouched)
mod_path .\MODS\t2water+.\MODS\t2skies+.\MODS\EP\EPBooks+.\MODS\EP+.\MODS\NTEX+.\patchedmis
Does this pack contradict with the ones I already have? I have no idea how I can prioritize different packs. How can I make it so that the textures are selected from this pack first and if no texture exists (as this isn't completely finished?), then from EP or NTEX?
sNeaksieGarrett on 14/8/2013 at 22:09
If you're using the first EP, then the only texture family it overwrites is skyhw. If you're unsure if it's working, post a screenshot from the game and one of us could probably tell if it's the new texture or not.
Having said that,
looks like your darkinst is looking in a patchedres folder first (whatever that is, never seen that before personally) and your cam_mod is checking the water/sky mods first, then the EP, then NTEX, and finally patchedmis.
Since bob's pack is supposed to be in a ddfix folder under RES, whatever patchedres is should be overwriting what is in RES. What's in patchedres anyway?
For comparison, here's mine:
Code:
;cd_path C:\Games\Thief2FreshFullInstall\Thief2
install_path .
language english
resname_base .\+.\RES
load_path .
script_module_path .
movie_path .\MOVIES
and cam_mod:
Code:
; ----------
; FM options
; ----------
; FM selection can also be done with command-line options (which override mod.ini)
; -fm : to start the FM Selector
; -fm=name : to start game with 'name' as active FM
; always start the FM Selector (if one is present)
;fm
; start game with FM (the name is the FM's directory name, located in the FM path)
;fm TheDarkMansion
; to specify a path other than the default "FMs" (the specified path must exist or
; it won't be accepted and the game falls back to the default path)
;fm_path .\FMs
; a single relative path name to override the FM movie directory
; default is "Movies" for Thief and "cutscenes" for Shock
;fm_movie_dir Movies
; define the library name of an alternative FM Selector, the default is "fmsel.dll"
;fm_selector fmsel.dll
; an FM Selector is separate library (DLL) containing a utility, usually a UI based
; application that lists the available FMs and lets the user pick which one to run.
; A selector could range from a simple list box with the FM names or a full blown
; manager with extended info, last played timestamps, sorting/filtering etc.
; ---------
; Mod paths
; ---------
; the max path count is 63 for "uber_mod_path" and "mod_path" combined
; (avoid an excessive amount of paths, it can make file handling slower)
; these are mod paths that override the active FM in the search order
;uber_mod_path mods\UpToDateOSMs+MyGemMod
; these are normal mod paths which are applied after the active FM in the search order
;mod_path MyBowMod+.\TexturePack
mod_path .\MODS\t2water+.\MODS\t2skies+.\MODS\EP\EPBooks+.\MODS\EP
Necrobob on 15/8/2013 at 00:00
Just FYI, this pack is now basically obsolete; there is no textures in it not in the Enhancement Pack, not to mention some have been greatly improved. The file structure is kinda crummy too.
sNeaksieGarrett on 15/8/2013 at 03:47
Obsolete? Are you referring to it's inclusion in ep2? If you are, for one thing DiMarzio isn't using ep2, and second, unless my memory fails me, I thought some of the textures from your pack weren't include or something?
sNeaksieGarrett on 15/8/2013 at 16:39
Sorry, I was talking to him, not you.
DiMarzio on 15/8/2013 at 20:49
@sNeaksieGarrett
I'm not sure what pathedres is for, it maybe contains some files from AM16's Fixed Thief 2. Anyway, it has following folders: Books, fam, intrface, mesh, motions, obj, snd and strings. Thanks for your response, but...
Quote Posted by Necrobob
Just FYI, this pack is now basically obsolete; there is no textures in it not in the Enhancement Pack, not to mention some have been greatly improved. The file structure is kinda crummy too.
...well that changes everything. I'll go with ep2 then. I think this isn't the place to ask, but would I safe if I just rename ep2.crf to ep.crf and copy it over the original ep.crf or would I miss some ep1 exclusives?
Necrobob on 15/8/2013 at 21:42
The original Enhancement Pack was just object and mesh upgrades, since it was created back in the OldDark days when high res terrain texture replacement was not a thing. It will thus prooobably not overwrite anything, but I don't know if merging the two might have some unexpected side effects. I'm just a humble art wuss texture artist, not a programmer/scripter/whathaveyou. :p We've got a thread dedicated to the EP right here on ThiefGen, better to ask there.
All of my textures worth keeping are in the Enhancement Pack 2, and I think they've ironed out most of the kinks concerning the texture scales by now. Like I said, I'm not involved in the technical aspect of the pack at all, since I have no idea what I'm doing (en vaan osaa.) XD
The textures not included in the new Enhancement Pack were discarded simply because of a lack of faithfulness, general crapulence, or both. You're not missing anything, trust me.
Finally, it's a good idea to update the thread title and first post, I'll do it once I'm feeling less lazy. ;)