NTEX high-res texture pack version 1.3 for Thief 2 (and normal texture version 1.12) - by thief_gotcha
thief_gotcha on 7/4/2008 at 20:41
oops wrong pathnames, download again and try now...
thief_gotcha on 7/4/2008 at 20:42
Quote Posted by Timeslip
You (
http://www.ttlg.com/forums/showthread.php?t=120645) can, to some extent. World textures are the easiest to replace, and have the added advantage that they use the size of the original texture for scale calculations, so you don't have to modify the mission files.
yeah, just saw that thread too... I'll will experiment a bit. No more palette files.
Hiatus on 7/4/2008 at 21:13
Quote Posted by Slynt
Ok I unzipped both files into my Thief2 directory, and my darkinst.cfg looks like this:
cd_path .\
install_path .\
language english
resname_base .\EP+.\NTEX+.\res
load_path .\
script_module_path .\
movie_path .\movies
But when I go into the game none of your new textures show up (EP is working though)
do NOT unzip NTEX.crf - just put it in root of T2 gamedir (i.e in c:\games\thief2) - I have it this way and it works no problem.
Btw you can remove \ from .\ - just . is enough.
EDIT: oops... looks like it was a problem on NTEX.crf end itself - had understood it that you tried to unpack .zip and then .crf.
Quote Posted by thief_gotcha
yeah, just saw that thread too... I'll will experiment a bit. No more palette files.
thief_gotcha: looking forward to seeing hi-res/32-bit textures from you/used in some future version of your nice pack :).
Child Of Karras on 7/4/2008 at 23:38
Well, the 8-bit textures were the least problem of my work. If the colors of the textures are similar (and they should, to keep the function) changing to 8-bit doesn't change too much. Infact in over 50% no change was noticeable, and in some cases the pallette even changed the colors into more fitting ones, e.g. is the color tone was too warm it got colder again. Paint Shop Pro has nice alghorithms for that.
Child Of Karras on 8/4/2008 at 19:38
However, I will quit the project now. There are other guys who maybe will do the same job again, certainly even better with 1024x1024 32bit textures, so why should I bother now trying to achieve the best results with what I am given at the moment.
thief_gotcha on 8/4/2008 at 20:55
Hiatus, thanks, it works now. Great stuff, much better texture possibilities
[edit]
two questions:
- in principle the override textures can be of any size I think? 16x16 pixels, just curious
- are all replacement textures loaded in the beginning, or only those of a certain level, I guess this matters for the memory load and the size of the textures. I don't see any stuttering for 512x512 for the large surfaces btw but I have only replaced a few of them.
Florian on 9/4/2008 at 13:31
Again somehow the file doesn´t work for me anymore. In version 1.11 all textures were still separately in the zip, now its only the crf-file, which I think might be the problem for me. Is it only my loader, that can´t read this file in the given form?
thief_gotcha on 9/4/2008 at 14:44
up til 1.11 I made the crf file downloadable. Then I thought it better to make a readme to acknowledge the sources of the textures so I put the crf and the readme in a zip file. Just unzip the file in your thief directory. If you want you can then unzip the crf file also.
Timeslip on 9/4/2008 at 15:06
Quote Posted by thief_gotcha
[edit]
two questions:
- in principle the override textures can be of any size I think? 16x16 pixels, just curious
- are all replacement textures loaded in the beginning, or only those of a certain level, I guess this matters for the memory load and the size of the textures. I don't see any stuttering for 512x512 for the large surfaces btw but I have only replaced a few of them.
-
Any size from 1x1 to 8192x8192 depending on graphics card. Strickly speaking they don't need to be power of 2 along each side either, but I wouldn't recomend trying it. Sorry, wasn't reading. That's for the replacement textures. The overrides need to be between 16x16 and 256x256.
- Only textures used in the level are loaded at the start of a level. If you replace all the world textures with 512x512 replacements, you can expect memory usage to increase to over 200MB.
thief_gotcha on 9/4/2008 at 15:29
thanks, I am replacing my NTEX textures with 512x512 and 256x256. Its slow to do but looks great, a lot more detail! In a sense less work because no more palette messing around, just select the right texture make it seamless and the right darkness and colouring.
I wonder how manuy people use ddfix? a lot I guess that have new graphics cards... Or am I doing this for myself only?