Nameless Voice on 21/4/2013 at 02:10
As far as I know, it works the same as any other search path. First-listed overrides anything later in the list.
It should be something like: uber mod path > FM > mod path > base resources in darkinst.cfg locations.
Nameless Voice on 21/4/2013 at 02:25
Looks like I missed including quite a few .mtl files when I made that .crf.
<s>I might re-upload it tomorrow.
In the mean time, you can just grab all the .mtl files that I posted (
http://www.ttlg.com/forums/showthread.php?t=140187&p=2150405&viewfull=1#post2150405) here and add them to the .crf (remember that crf files are just zips.)</s>
Please use the "EP 2.0" link below instead.
Nameless Voice on 21/4/2013 at 02:47
Sure. When you combine those, you probably shouldn't overwrite anything, just in case.
(e.g. .mtl files in the .crf should take precedence over those in the mtl.zip.)
Nameless Voice on 21/4/2013 at 14:49
EP 2.0 alpha
I've uploaded an alpha version of the EP 2.0.
It contains:
* High-resolution versions of many of the object textures (the HD paintings are especially notable.)
* The high-resolution terrain textures gathered so far from this thread.
(
http://www.mediafire.com/download.php?4ekkz34u9dh6681) Download EP2 alpha
To install, simply drop the .crf into your NewDark Thief install (no need to extract), open cam_mod.ini, and add the following line to the bottom:
(Or add it to your existing mod_path, if you already have one.)
I'm hoping that people here who have more motivation than me can do some testing on this archive.
Things to watch out for:
* Textures at the wrong scale, especially ones which are half the size they ought to be (this very likely.)
* Textures that don't look close enough to the texture which they replace.
It might be worth taking comparison screenshots of areas with and without the pack, to see if the new versions are true to what they replace.
AntiMatter_16 on 21/4/2013 at 20:47
Awesome! I've got EP2 installed, and have some candid comments on the terrain textures:
fam\wdfloor\palbasic is too rough and coarse. It's used extensively in miss01, but it makes the floors look like a factory, rather than a refined noble's home.
fam\wdfloors\darkbasic being a recoloring of palbasic, is also too rough and coarse for being used extensively in the bank mission.
fam\core_1\blustn could stand to be a bit bluer.
fam\core_1\clnbrik1 looks like its terrain scaling needs to be adjusted with an mtl file.
fam\core_1\cracked is meant to be a rough cracked stone texture, rather than peeling paint.
fam\core_1\obaswal7 is used as a wall and floor texture, the gaps between the stones appear to be too large, and there appear to be small bits of dirt and grass growing in between. Tighter fitting stones with mortar would be a bit more appropriate.
fam\core_2\brnstn2s is often used as a floor texture, and the updated texture appears far too rough for a walking surface.
fam\core_2\wdplanks needs to be scaled with an mtl file, I think.
fam\rescor_1\plant04 is typically used as a hedge, but the updated texture depicts a vinewall with broad leaves.
fam\rescor_2\mstone01 & mstone04 looks like they could use mtl files that adjust terrain scaling.
Everything is looking pretty amazing, despite my nitpicking though. =)
Nameless Voice on 21/4/2013 at 22:08
Most of those are NecroBob's textures, from his package. I had my own list of discrepancies in his textures.
Sadly, I never got around to sorting them all out:
Quote:
The following NecroBob textures don't match the originals:
core_2/brick1
core_2/cavedirt (!)
core_2/wdpanel
rescore_2/mwood01
rescore_2/plant03
core_1/granit2
core_1/obaswal7
core_1/odstone
core_1/stnwal3
core_1/wallcat1
core_1/clnbrik1 (tiling issue?)
core_1/cobl2 (??)
core_1/cobls1
core_2/bstnwal1
core_2/wallcrud
core_2/woodbeam
newmetal/iron3
ruined/rwall01
ruined/rwall01a
ruined/ rwall01b
city/rooftile
- check ruined / rwood* -
core_2/rockwal
core_3/grst7128
core_3/mstn4128
rescor_2/mcobbl02
rescor_2/mstone01
rescor_2/mstone04
ruined/rcobb03
ruined/rwall06
ruined/rwind06
AntiMatter_16 on 21/4/2013 at 22:26
Tafferpatcher includes a bunch of high resolution textures. Are those up for grab for a canon texture pack if they are comparable to the originals?
Nameless Voice on 21/4/2013 at 22:52
Probably.
Permissions would have to be obtained, etc.
Nameless Voice on 28/4/2013 at 22:23
26 downloads, but almost no one is commenting. :(
R Soul on 28/4/2013 at 23:28
The lack of comments could be that people aren't finding anything wrong. Or that they can see the effort and don't want to complain.
I just had a look at miss1. Most updates are excellent. I love the new distant art (citcoun2), but I think the yellow highlights look too prominent. I know they're in the original but they're smaller and harder to see.
I don't think the new version of wdfloor/palbasic has the same style as the original. It looks rougher and the gaps between the planks are quite clear. In the original it looks like there are no gaps. However I think it's only a minor issue.
I like the new pipe textures.
Miss2
I think that gstone1 and 2 look too smooth, almost like leather. The brick/window textures are excellent, though I think the bars look a bit decorative, with the twists in them. I presume they were taken from Vigil's fences.
I also like the new blustn texture, and this brings me to a suggestion. Some of the fam textures need to be copied into obj\txt16. E.g. blustn is used on some of the rubble objects (e.g. BStoneBlock).
ledge1 has the wrong terrain_scale. The original is 64x64 but the updated one is 256x64