NTEX high-res texture pack version 1.3 for Thief 2 (and normal texture version 1.12) - by thief_gotcha
Wille on 9/4/2008 at 15:45
You can always include ddfix in your texture pack to eliminate that problem. I'm sure when people see the difference between lowres and hires textures they'll eventually change to ddfix :thumb:.
Besides ddfix is pretty much a must for anyone who has newer GPU than Nvidia's 5xxx series so I think many people are using it (though it could use more advertisement).
Oh and if possible I suggest you make 1024x1024 textures by default for even more detail. Those could be then easily resized for lower detail packs ;).
jolynsbass on 9/4/2008 at 18:19
Quote Posted by thief_gotcha
I wonder how manuy people use ddfix? a lot I guess that have new graphics cards... Or am I doing this for myself only?
Even those without newer graphics cards use DDfix. I think DDfix is the future of the original 2 games, since it is unlikely that either:
1. Dark Engine source code will be released, or
2. ATI and Nvidia will ever really fix their driver issues for a 10 year old game.
I use it, though I can run thief fine without it - but it's better with! And if there were a high-res texture pack to replace world textures... Wow, I'd be all over that! And I'm sure lots of people would, too. You might want to talk with other folks like Nameless Voice, or other texture folks, and see if they've already compiled anything you could use. Might save a little work for you.
thief_gotcha on 9/4/2008 at 21:38
Quote Posted by Wille
Oh and if possible I suggest you make 1024x1024 textures by default for even more detail. Those could be then easily resized for lower detail packs ;).
well, a tga on that resolution is 3.1 Mbyte a piece. So 260 textures or more make for a very big pack. compressed into a rar they are still 1 Mbyte each. Also many of my source textures are on a 500-600 pixel resolution.
[EDIT] Timeslip, it seems the textures are rendered upside down. when I rotate them 180 degrees they still are done upside down! any thoughts?
Wille on 9/4/2008 at 22:17
Quote Posted by thief_gotcha
well, a tga on that resolution is 3.1 Mbyte a piece. So 260 textures or more make for a very big pack. compressed into a rar they are still 1 Mbyte each.
True, but I still suggest making the replacements as big as you can and store them as source images. You can release the smaller version then if the pack gets too big. Bigger textures could be used in future if we can compress them some day or in Dark Mod ;).
Timeslip on 10/4/2008 at 05:58
Quote Posted by thief_gotcha
[EDIT] Timeslip, it seems the textures are rendered upside down. when I rotate them 180 degrees they still are done upside down! any thoughts?
What file format are you using? There's some flags in a .tga that tell which way up it goes, but ddfix ignores them atm. You can mess around with rotating the texture until the file matches what ddfix expects it to be, or try saving as .dds.
bmp's are probably upside down too. I'll get it fixed as soon as I get my backlog of uni work cleared.
thief_gotcha on 10/4/2008 at 14:23
I'm using tga. Converted to dds RGB 24 bit and all is fine. Thanks!
[edit]
just an update, I think you said that somewhere: I have to make the dds mipmapped, and a texture size not a multiple of 2 crashe the gme (had a texture 507x507 pixels by accident).
inselaffe on 11/4/2008 at 09:09
Quote Posted by Beleg Cúthalion
I think the differences of the two textures aren't so big at all, but that is a problem that also John-P encountered: Dirty textures look more dirty when they're blurry. However, since the blurry TDS textures are still at least as sharp as the better TDP/TMA ones, it might indeed be an issue of the right texture itself and not the general style/scaling. Or an issue of getting used to it.
Hmm I understand what you are saying, and that is a big problem yes, but that is not what I am referring to here :)
What I mean is that the new bricks are too hard edged and uniform rather than weathered and smoothed a bit and slightly different shapes at the edges. That's also a problem with John-P's textures too mind.
Beleg Cúthalion on 11/4/2008 at 10:12
You're right, no doubt, but as the CoK said this was just an experiment (although he was/is halfway through the missions now). I thought it was better to leave it for now because we're not the greatest texture artists and neither are we so deep into the matter as that we could renew the whole missions completely (also with correcting the floating switches in "Masks" etc. what would seem tempting).
inselaffe on 11/4/2008 at 10:55
Yes I know sorry :D it was more a comment because I was worried everyone would do them like this - in all texture packs i've seen for thief they've all had this problem. Just trying to make the issue known :)