NTEX high-res texture pack version 1.3 for Thief 2 (and normal texture version 1.12) - by thief_gotcha
Florian on 9/5/2008 at 13:31
If I don´t get it after the weekend i´ll do that, thank you for your help :)
thief_gotcha on 9/5/2008 at 14:54
Quote Posted by Hiatus
thief_gotcha:
what graphics card (and driver version), and OS do you use? Maybe it's vendor specific (I'm on ATI)?
NVIDIA 8800 GTS
I tried replacing the texture with a 32 and 24bit bmp but with the same effect. If I restore the pcx it works...
Hiatus on 9/5/2008 at 15:58
imo it's ddfix bug, then (most likely). Or sth really strange/unusual about that mission build (?).
guess we'll have to wait and see what Timeslip got to say about it.
on what other levels do you replace this particular texture?
oh, and thanks for 1.2. Ran around LotP a bit with your HR pack installed, and it's amazing, to say the least :thumb:.
btw: which graphics viewer displays .dds files?
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problem with this texture often showing as white can be related to the fact that it's being used really extensively on that level - also outside of normal play area - outside the walls (you can get there using speed potion for example) - it shows there massively as well (whole big portions of screen are white in the distance). I guess that some internal engine limit gets reached when replacing this texture, and that's why lots of areas it's supposed to cover simply show as white/untextured. Might be wrong, though...
thief_gotcha on 9/5/2008 at 20:49
my all time favorite graphics displayer is the freeware xvview, amazing piece of software: (
www.xnview.com)
could be what you say about this level, that it reacts to something outside the walls
Hiatus on 9/5/2008 at 21:09
outside the walls, there are loads more instances of that texture in use than in normal play area (they are normally partially visible only from watch towers). Jump there and you'll see what I mean.
maybe this level requires 1GB of vram to work properly in HR ;)?
BrendaEM on 9/5/2008 at 21:26
From the screenshots, I wonder if what you are seeing pop in and out is a bare darkmap/lightmap failing to be color-math'ed with the base texture, perhaps at different MIP distances. If it were possible to prohibit the use of MIP-maps, that would fix the bug, but at a cost of speed and adding moriers.
It looks like the same problem that was affecting the translucent maps like water.
Timeslip on 10/5/2008 at 05:29
It's a ddfix bug. What's happening is that ddfix isn't switching out the fake texture with the new high res version. The fake textures are just solid blocks of colour apart from a line or two at the top.
There's two places where ddfix checks textures; it hooks the function used for loading world textures into system ram, and the function used for loading all textures into video memory. The video memory hook only catches the top level texture, and not any mipmaps. That doesn't matter, because object textures don't have mipmaps anyway, and the world texture hook should have been catching all the world textures. (Or unalpha'd textures anyway; water is handled somewhere else that I haven't been able to find yet.) Apparently one of the world textures isn't being caught for some reason. :confused: The other hook is still picking up its top mipmap level, which is why it appears correctly when you get near it.
I'm still in the middle of exams, so there's not going to be any ddfix updates for a few more weeks. I'll take a look at it when I finish though. :)
Edit: I don't know of any way to disable mipmapping in thief, but if there is one that'll fix this problem easily. It's likely to cause aliasing effects on any unreplaced textures though. (The replaced textures will still be mipmapped.)
Hiatus on 10/5/2008 at 09:05
hope you'll be able to find a solution without having to resort to disabling mipmapping for standard textures..
thief_gotcha on 10/5/2008 at 19:56
good luck with your exams!
( I don't have to do them anymore, I make exams for others to do ;) )
thief_gotcha on 13/5/2008 at 12:53
version 1.3 uploaded