NTEX high-res texture pack version 1.3 for Thief 2 (and normal texture version 1.12) - by thief_gotcha
Albert on 1/10/2012 at 06:56
Well I can't wait for 1.4
... Or will it jump to 2.0 in the next release? Y'know, to complement the new color palette capabilities.
ribbles on 4/10/2012 at 02:23
I installed this and it looks exactly the same as before. Does this not work with the 1.19 patch?
voodoo47 on 4/10/2012 at 09:02
some small edits might be necessary. I'll have a look later today.
Ricebug on 4/10/2012 at 11:35
Couple of links on the original post are broken.
ribbles on 4/10/2012 at 22:35
It works... somewhat! The resname_base in my darkinst.cfg was not adjusted correctly by the installer, I fixed it by hand and it works. Does not require ddfix.dll either because I never installed that.
Tho, some of the textures like the wood floor on the first mission still look old, not sure if they just werent updated or if something is wrong. I'll include some screenshot in a minute.
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http://img20.imageshack.us/img20/8973/f810492b290e4ae38df0a17.png)
Here you see the outside wood floor is new but the inside isn't. Is it supposed to look like that?
sNeaksieGarrett on 13/11/2012 at 02:36
I tried to look through this thread for any references to tiling issues, but didn't really find what I was looking for. So my question is, has anyone else noticed tiling issues with wood textures in particular?
I'm guessing that because the new textures are 512x512 they are not tiling properly in-game..? Is there a way to remedy this easily?
I tried scaling them down to 64x64 like the old .pcx files and it didn't work too well. (They went back to being blurry and defeated the point of the new wood textures.)
I wanted to implement some of these wood textures into an OM but they don't look right in terms of tiling.
ribbles:
My thought is that some textures weren't updated. If you're seeing new textures at all then that means the ntex textures are being used. I can't imagine the game not using them all, since it basically checks for the appropriate folder and uses all the new textures in there.
Ricebug on 13/11/2012 at 11:56
AFAIK, the only wood textures converted to .dds were the ones found in the core_x families.
sNeaksieGarrett on 13/11/2012 at 15:46
Well, I grabbed those .dds files you're talking about. What I'm saying is that they don't tile properly in-game. If you look at the same scene twice, once with the new dds textures and once with the pcx textures, you'll see that they aren't scaled properly. Unless there's something I'm missing?
I didn't see any options on the brush to scale a texture, and yet now that I think about it I remember being able to scale textures for another FM a while back. Hmm..
Yandros on 14/11/2012 at 03:48
In NewDark you can scale just by creating a .mtl file for the texture. I've dropped some 1024x0124 replacement textures into my current mission to replace 64x64 or 128x128 textures and using the .mtl file it keeps the quality but scales it down to the right size.
sNeaksieGarrett on 14/11/2012 at 04:11
Ah! Good to know I wasn't just screwing up on the texture implementation. I'll have to look into the .mtl feature then, thanks for your info on that.
I can't help but ask, are you doing another thief's holiday at some point? :P