Nameless Voice on 25/11/2013 at 10:12
Making texture upgrades is as simple as picking an original texture (you can extract them all from fam.crf (which is a zip file), or from my EP Terrain index) and creating your own version of it. To test, throw it into your Thief folder under a "fam" folder and then the same path as in the .crf.
For example:
Suppose you wanted to make a replacement for the "ancient\brd128b" texture.
You could extract fam.crf\ancient\brd128b.pcx for reference
Then create a new version and save it as <Thief folder>\fam\ancient\brd128b.png
The game will automatically pick it up and override.
Note that Thief has somewhat unusual handling of the palettes of its textures. In a texture family, there is a file called full.pcx, which contains the texture palette used by all textures in that family. It might not match what the itself uses, in which case the texture will look different in the editor and in the game.
To get around that, you can apply the palette from full.pcx to the image you want to replace, so that it gives you a more accurate reference of what the texture should look like.
PinkDot on 25/11/2013 at 11:22
@Necrobob
Regarding core_2/woodbeam - is this texture supposed to tile horizontally too? If so, I think we should see the shadow of the metal bar along the texture's right edge, which will be the left side of the metal bar, when tiled. Just the same as you did on right side of the metal.
Nikko on 25/11/2013 at 12:55
Thanks a lot for these info! I'll have a look tonight.
It looks like it's going to work fine for tileable, but for single Uvs, like the one used on props, Is there a way to have access to the model mesh or it's Uv layout?
Nameless Voice on 25/11/2013 at 14:02
Thief's objects are in a custom format. There are tools for converting them back into .3ds, but they are not 100% reliable.
The graphical .3ds -> .bin conversion tool can do the conversions from .bin to .3ds as well. It comes with the DromEd Toolkit (though it possibly doesn't have the most recent version of Shadowspawn's bintoe converter - it's just a front-end, so you can replace the tools it uses.)
To test how a texture looks on an object, you are probably better off opening a map in DromEd and placing the object you want to look at there.
If you want to make custom models, though, then you'll need to use those tools to get the .3ds files, so that you have a frame of reference to base your new dimensions on.
Nameless Voice on 29/11/2013 at 18:43
I was going to complain about the woman not being seamless, but the original isn't either.
It looks rather good. I've also mirrored it and named it woman2.
Nameless Voice on 2/12/2013 at 10:04
Oops, how did I miss that?
I'll look forward to the updated blustn and Bafford stone!