NTEX high-res texture pack version 1.3 for Thief 2 (and normal texture version 1.12) - by thief_gotcha
thief_gotcha on 27/1/2008 at 10:04
Quote Posted by Undead Gamer
Yes that is right as the textures are just a unrecognizable mess of pixels with strange colours when playing FM's such as the TTGM series
undead gamer: can you download and try again? I have added the palettes so each texture should have a reference as to how it is displayed. these are all 256 colour textures split up in different directories with their own palette (to increase the total number of colours), if a texture uses a wrong palette it will display garbage.
bikerdude on 27/1/2008 at 11:53
If you need a hand with this
drop me a Pm
biker
Yandros on 27/1/2008 at 13:44
Quote Posted by Digital Nightfall
Nice work, thief_gotcha.
Might I suggest an alternate use of this package? Would you rename your new textures into new families so that FM authors can use them in their missions as new textures, rather than using them to replace old ones?
It's pretty simple, all we would have to do is rename the family, like from
core_2 to
core_2b and then we can use them without them replacing the original textures.
Undead Gamer on 27/1/2008 at 15:07
I tried again this time and only half of the textures are showing up, the rest garbage:tsktsk:
At least the with Thief Enhancement Pack no problems at all
R Soul on 27/1/2008 at 15:20
The reason for the problems is that the palette for each family is not in fact being used by each texture in that family.
thief_gotcha: full.pcx needs to be used by all textures in the family, including the originals that are still in fam.crf.
Either the new textures should used the original palette (in which case that file does not need to be included in this release) or the new palette must be applied to the original textures as well as the new ones.
thief_gotcha on 27/1/2008 at 20:05
I use the original palettes on all the new files so the old full.pcx is used in their respective directories. In the first version full.pcx was not included and in this version they are, but maybe not correct? I'll just compile the whole thing again for download.
just uploaded a new version, copied all the correct full.pcx files to the right directories of this package
hope this solves it
Nameless Voice on 27/1/2008 at 21:45
Those textures are good, but they look totally different to the originals!
The framework looks totally different, the bricks on the building on the left are a completely different style and colour...
I think these are better suited for assets for FM authors rather than a replacement for stock textures, since they'll make the OMs and any FMs that use them look significantly different from how they're supposed to look.
Undead Gamer on 27/1/2008 at 22:19
Quote Posted by thief_gotcha
I use the original palettes on all the new files so the old full.pcx is used in their respective directories. In the first version full.pcx was not included and in this version they are, but maybe not correct? I'll just compile the whole thing again for download.
just uploaded a new version, copied all the correct full.pcx files to the right directories of this package
hope this solves it
Still does not work
Bikerdude have Pm you
bikerdude on 27/1/2008 at 23:29
Quote Posted by thief_gotcha
This is a work in progress, I am playing rhief 2 again and replacing textures that I don't like.
Thief-Gotcha, when will you be doing the wall/floor/ceiling textures in the basement/mansion that are used 1st mission, 'running interference' -as you said you have started replacing textures from the beginning of the game..?
Quote Posted by Nameless Voice
I think these are better suited for assets for FM authors rather than a replacement for stock textures, since they'll make the OMs and any FMs that use them look significantly different from how they're supposed to look.
I disagree, I think they look good because they are different
but each to their own.
Quote:
Still does not work, Bikerdude have Pm you
Undead all you need to do is edit the darkinst.cfg and install.cfg as follows
cdcd_path D:\Games\Thief\T2
install_path D:\Games\Thief\T2
language english
resname_base
.\EP+.\NTEX+D:\Games\Thief\T2\res+D:\Games\Thief\T2+D:\Games\Thief\T2
load_path D:\Games\Thief\T2+D:\Games\Thief\T2
script_module_path D:\Games\Thief\T2+D:\Games\Thief\T2
movie_path D:\Games\Thief\T2\movies+D:\Games\Thief\T2\movies
The bit underlined is the bit you need to add on to the the resname_base line, but make sure to use the correct path to
YOUR thief folder
biker
thief_gotcha on 28/1/2008 at 05:40
in the first mision I replaced most of the cellar textures but these were the first ones so maybe less noticeable. the kitchen is new too. the upstairs part only accents are different, more shadows to the wall panels and marble columns are replaced, wallpaper stayed, some floor textures are different. Some of these textures reappear in other levels so I will replace them again/further as I progress I guess. Now doing the hammer building in eavesdropping.
if others can display them then I don't know why there are poblems for bikerdude, weird. I am away on a trip for a few days, will get back on this