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Thread: Thief Gold HD Texture Mod

  1. #1
    Member
    Registered: Nov 2004
    Location: Germany

    Thief Gold HD Texture Mod




    The project is a HD texture mod for the first part of the game series Thief (Thief Gold)

    With "NewDark" we can also use the new "t2skies" sky mod and HD textures for trees & bushes!

    The HD mod brings also new HD water and lava.

    http://www.moddb.com/mods/thief-gold-hd-texture-mod/

    https://www.facebook.com/ThiefGoldHdTextureMod

    Release Date: december 2013

    ---

    Videos

    Thief Gold HD Mod - 1.2 - Trailer
    https://www.youtube.com/watch?v=HWl7fWqG0E0

    Thief Gold HD Mod - 1.2 - Preview
    https://www.youtube.com/watch?v=eq572CR3DOI

    Thief Gold HD Mod - 1.0
    https://www.youtube.com/watch?v=Pil0lXVzaN4

    Thief Gold HD Mod - 0.9.3
    https://www.youtube.com/watch?v=yIJ0MRS5BcU

    Lava Mod HD
    http://www.youtube.com/watch?v=6GnAriid0dA

    Natural Water HD Mod
    http://www.youtube.com/watch?v=3wyJm5-GDI4

    Thief Gold - Original Vs. HD Textures - Demo
    http://www.youtube.com/watch?v=NeHiyYbiwSs

    Thief Gold - HD Textures - Training Mission - Demo
    http://www.youtube.com/watch?v=IToPFxiZcJw

    Preview video of the OM "The Haunted Cathedral"
    http://www.youtube.com/watch?v=kyrXiMk5NnA

    Thief Gold - HD Textures - Demo
    http://www.youtube.com/watch?v=rXMl9ib_eQA



    Thief Gold HD Mod - Mission Preview - 1080p

    ---


    This is the full setup of version 1.2







    Changelog:

    v1.2:

    - added new water arrow FX
    - added new gas arrow FX
    - added new smoke FX (torches, fireplaces and for a lava pool in "Into the Maw of Chaos")
    - added new waterfall / fountain FX
    - added new fire attack / explosion FX
    - added new moss arrow texture
    - added new flame FX for the "Fire Shadow" model
    - added new blood FX for all enemies
    - added new blood FX for Garrett
    - added new cobweb attack FX on red spiders
    - added new earth mage attack FX
    - added new electricity FX in Break from Cragscleft Prison
    - added new lava FX in "Into the Maw of Chaos"
    - added a lantern in Break from Cragscleft Prison
    - added improved water textures (because of lightmapped water the transparency was reduced a bit)
    - added new zombie models from T2X (you can cutting off their arms and head. If a zombie loses both arms he canīt fight with you. The new zombies can spit upon you)
    - added new Farkus model
    - added carry body mod (THX to R Soul)
    - added some improved object textures
    - added some improved object models
    - fixed some textures
    - fixed some in air flying objects
    - the Watchman's Grave lucky coins will actually be visible after placing them into the bowl (thx to voodoo!)
    - alarmlights in Break from Cragscleft Prison, Assassins and Undercover now light up when alarm is triggered!
    - fixed a install folder problem with the installer


    v1.0:

    - added Interactive Candels (all candles have flames now, allow you to douse them with water arrows, snuff by frobbing, and relight with fire arrows)
    - added lightmapped water/lava for all TG missions
    - added "NewDark Graphics Settings Tool v1.0" with more options! (Enhanced AI Detection, Subtitles, OM/FM Mode, FM Selector, View Current Settings)
    - added all Garrett's monologues on "Lord Bafford's Manor"
    - added full english subtitles for all characters + german subtitles for "Garrett", "Cutty", "Murus" and "The Eye" !
    - added some new HD textures
    - added a new animation effect on water, fire and gas arrows
    - added many improved object textures
    - added some improved object models (sword, lamps and more...)
    - added some new tree and bush objects
    - added improved AI skins
    - fixed a problem with a lava pool on "The Mage Towers"
    - fixed some textures
    - fixed some in air flying objects
    - fixed some torches and fireplaces

    v0.9.3:

    - added some new HD textures (shields, windows, banners, stonewalls, temple paintings)
    - added new cobwebs objects on "Break from Cragscleft Prison", "Escape!" and "Into the Maw of Chaos"
    - added new plant objects on "Escape!"
    - added new "Fire Shadow Model" (for the moment without new flames FX because of the FPS problem)
    - conversion of all water textures from 24-Bit to 8-Bit color .PNG (all water textures lose 30 % of the filesize!)
    - fixed the problem with the cellblock shields on "Break from Cragscleft Prison"
    - fixed a problem with the spiders AI's on "Into the Maw of Chaos"
    - fixed a problem with the "NewDark Graphics Settings Tool"
    - fixed some textures
    - placed some (in air flying) objects correctly
    - changed some fire places to get a better FPS on some missions

    v0.9.2:

    - added "NewDark Graphics Settings Tool 0.8" - use this tool to config your thief 1 graphics settings (Anti-Aliasing, Bloom FX...) There is also a ReadMe.txt!
    - placed all (in air flying) objects correctly = correction of all missions (IF YOU USE OLD SAVESGAMES YOU HAVE TO RESTART YOUR MISSION!)
    - fixed a problem with the "Water Mod Tool"
    - fixed some textures
    - added some textures

    v0.9.1:

    - added "Water Mod Tool" - use this tool to choose your own favorite water mod!
    - added some textures
    - fixed the problem with Constantine's sword
    - fixed the problem with blue surfaces on "The Sword", "Escape" and "Into the Maw of Chaos"!
    - fixed the "difficulty" problem on "Escape!".
    - fixed some textures

    v0.9.0:

    - conversion of all textures from .PNG to DDS/DXT1 (+mipmaps) format (HD textures lose over 50 % of the filesize!)
    - all missions optimized (The game should now crash no longer!)
    - fixed some textures

    v0.8.6:

    - mod structure optimized! All Files in one folder now (Thx @ voodoo47)
    - fixed textures / mission optimized "Break from Cragscleft Prison"
    - fixed textures / mission optimized "Down in the Bonehoard"
    - fixed textures / mission optimized "Assassins"
    - fixed textures / mission optimized "The Sword"
    - fixed textures / mission optimized "Into the Maw of Chaos"
    - fixed textures / mission optimized "Escape!"
    - fixed the torches bug on difficulty expert "Down in the Bonehoard"
    - fixed the problem with animated lavastone texture "Into the Maw of Chaos" (The animated texture is now enabled by default!)
    - fog FX changed "Into the Maw of Chaos"
    - added two new .bat files for water surface textures (Now you can directly - disable / enable - all HD water surface textures about this two .bat files!
    - added two new .bat files for animated lavastone texture (Now you can directly - disable / enable - the animated lavastone textures about this two .bat files! (Applies only to - Into The Maw of Chaos!)

    v0.8.5:

    - added HD textures for all original missions
    - added new vegetation
    - added new water and lava textures
    - added new torch and fire flames
    - added new Fog FX (Applies only to the following missions - Escape!, Strange Bedfellows, Into The Maw of Chaos)
    - added new Bugbeast HD skin
    - added new Burrick HD skin
    - added new Zombie HD skin
    - added Daemoniteīs Mesh Pack
    - added EP (old version)



    ---


    The HD Mod is now compatible with Thief: The Dark Project and Thief Gold!


    > Installation Instructions <


    Download:

    (Official Moddb Download)
    Thief1HDMod1.2.exe (1,2 GB)

    (Google Drive)
    Thief1HDMod1.2.exe (1,2 GB)

    (MediaFire)
    Thief1HDMod1.2.exe (1,2 GB)




    ---

    With the new "Water Mod Tool" you can choose between 5 different water types. Change your thief water when ever you want!

    Water Mod Tool


    ---

    NewDark Graphics Settings Tool 1.1



    Use this tool to change your thief 1 graphics settings (Anti-Aliasing, Bloom FX...)

    New Screen Overlay Blood FX:
    The new blood FX is disabled by default. You can activate it with the "NewDark Graphics Settings Tool".


    Some Notes:
    =========

    Please do NEVER try to edit the "cam_ext.cfg" manually... donīt play with the files! The tool may not work correctly after that! Use ALWAYS the "NewDark Graphics Settings" tool!

    DO NOT OVERRIDE THE "cam_ext.cfg" FILE WITH ANOTHER!

    Don't use this tool for Thief 2! The game will crash!

    There are also preview images for all configs (full color version)! Open the "NewDark Graphics Settings" tool and click on the "Config Preview" buttons on the left window corner below!


    ---



    Ultimate Difficulty Mod (HD Mod Version)

    I've created a "Ultimate Difficulty Mod" gamesys file for the T1 HD mod. It's only for version 1.2!

    I have also included the original T1 HD mod gamesys (v1.2). Maybe someone accidentally overwrites the file without a backup...

    There is also a "Ultimate Difficulty Mod (normal AI speed)" gamesys. This means that the AI moving speed is normal here (original settings).

    To play with the custom gamesys, your simplest option is to backup your old dark.gam (file path \HDMOD\dark.gam) and replace it with the new one.


    Original excerpt from the ReadMe file by Northon:

    ================================================
    Ultimate Difficulty Mod for Thief1/Gold
    ================================================
    * A lone guard who is alerted and makes a confirmed sighting of Garret or a body, searches for him, and gives up, will run to alert others instead of returning to his regular patrol. After that however, he will resume his patrol.
    * The AI vision cones have been completely redesigned to given them better distance vision, a more accurate loss of acuity over distance, and to eliminate Garrets ability to use leaning tricks to blackjack guards while alerted.
    * I have heavily modified the dynamics of noise creation as a result of Garrets footsteps. Running on wood and cobblestone now has the potential to alert guards within a few meters. This means you will have to *walk* up behind them for a successful blackjack. Also, creeping on marble, metal, or gravel is actually *quieter* and no longer alerts guards thus eliminating the need to tap the forward key and creep-crouch.
    * Garret is now more visible to AIs as the visgem will indicate. To offset this new disadvantage, I have increased the bonus Garret receives for crouching and sticking close to walls.
    * Bodies are now MUCH harder to hide. Forget about tossing your victim in a shadowy spot on a well patrolled hall. Only two things may effectively hide a body now: a physical barrier, or an area of nearly absolute darkness.
    * The AI have been made faster, especially zombies (who are now a real threat to an experienced player!)
    * Residual alertness on guards who have been raised to level 3 now increases their perceptiveness by a considerable margin.
    * Yelling made by guards during combat or searching travels further and is heard more easily by other guards.
    * Blackjacking someone makes a minor sound disturbance.
    * A collapsing body makes a minor sound disturbance. (both of these are not loud enough to alert anyone but simply attract their attention if already alerted or perhaps illicit a "Who's their?"..."Musta been rats" response )

    Usage instructions:
    To play with the custom gamesys, your simplest option is to backup your old dark.gam and replace it with the new one. Load up Thief and be prepared to find a whole new challenge awaiting you in the missions you have grown to love. Any fan mission that doesn’t use its own custom gamesys will experience the changes as well.
    To restore your original Thief version, simply copy the DARK.GAM file you backed up back into the Thief directory.

    ==============================
    Tips for playing with the new difficulty:
    ==============================

    -Never try to run up behind a guard to blackjack them (unless they are the dimwitted ones that work for Bafford) Your default mode of travel should probably be walking from now on.
    -Be much more prudent when hiding bodies.
    -Take more time to consider your course of action and plan from the shadows.
    -Blackjacking is now a more risky tactic and should be used sparingly.
    -Plan your escape tactics ahead of time as the AIs won’t be quite so easy to evade anymore.
    -Be prepared to resort to less-conventional tactics to overcome a situation. Spots that were possible to sneak through on expert will be much harder if not impossible with this gamesys.
    -If guards are nearby, you may be forced to creep while walking upstairs to remain unheard. This is because the noise Garret makes is a measure of his total speed, not what movement mode you are using.




    Download - Ultimate_Difficulty_Mod_T1HD.zip

    ---

    Thief 1 & Thief Gold Fan Missions:

    I want to show some FMs with the HD Mod textures!

    I will constantly add more FM previews. Take a look...

    TG FM: Shadow Politics [Released on 04/28/2012]

    TG FM: The Widow's Ire [Released on 09/27/2013]

    T1 FM: The Secret Way [Released on 07/13/2002]

    T1 FM: Circle of Strain 3 [Released on 01/27/2000]


    ---

    Gecko's HQ Water Mod Pack Thread
    Last edited by Gecko; 6th Jun 2016 at 07:32.

  2. #2
    Member
    Registered: Jul 2000
    Impressive (do Thief 2!) but I can't help but think how utterly backbreaking and soul crushing it must have been to do the stone work in this image: http://www.vfa-digital-service.de/thief/09b.jpg

  3. #3
    Member
    Registered: Feb 2008
    Location: Near My Head
    Now those are very NICE When will it be ready??

  4. #4
    Member
    Registered: Mar 2001
    Location: Vertigo, DragonSand, Xeen
    OMG, a reason to play through yet again!!!

    Awesome work man.

  5. #5
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Looks very interesting!

  6. #6
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Some very nice looking high res work here. Yet, I can't help but feel that many of the textures are so drastically different that the levels lose the feel of the originals. Brighter colors in a lot of places, some very busy designs in others, completely different stonework.

    I guess the goal is simply to use higher res textures, without retaining the look of the originals.

    With that in mind. Good work.

  7. #7
    Member
    Registered: Oct 2005
    Location: UK
    I was too chicken to post until NH did. I know what a lot of work this must have been, which is why I was reluctant to jump in with a negative. I'm not even sure if constructive criticism will be helpful at this stage of the project.

    In almost every case, the colour palette of the scene is different (sometimes wildly so) to the original art, and the level of brightness is often noticeably higher too, which I think is a mistake. You've been pretty bold and certainly put your own stamp on the environments, so it's bound to divide opinion; no offense intended but it's probably not for me (I will try it out in-game though).

    The shop looks good.

  8. #8
    Member
    Registered: Nov 2004
    Location: Germany
    okay, I want to change some things!

    you are right!

    new catacombs - Screens

    what do you say?

    i think thats much better

  9. #9
    Member
    Registered: Mar 2001
    Location: Vertigo, DragonSand, Xeen
    Hey! Lets just assume that NH was right, ok?

    Quote Originally Posted by New Horizon View Post
    I guess the goal is simply to use higher res textures, without retaining the look of the originals.
    The textures you came up with may have completely altered the orginal intended atmosphere, but they made absolute sense, were very well done, and proves once again how masterfully the original levels were built. If this is accepted, then... this is still a pretty darn good reason to play through yet again!

  10. #10
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    This looks terrible. It appears that most of the brickwork changes consist of replacing the textures with much smaller bricks that make no sense in their architectural context. The changes to the gold brickwork inside Bafford's are particularly horrifying.

  11. #11
    Member
    Registered: Nov 2001
    Location: Sunny Finland
    Harsh, but true.

    However, I applaud anyone who releases any high resolution textures for T1/TG, since so far we've had practically none.

  12. #12
    Member
    Registered: Feb 2003
    Quote Originally Posted by ZylonBane View Post
    Typical ZB tactless comment
    Yes and no -

    - yes, in that it might have been better to have just cleaned up hi-res version fo the original texture.
    - no, in that the higher res textures allow for immersive and perceptional game play.

    [update]

    Forgot to say, good work so far gecko, keep it up...!!!
    Last edited by bikerdude; 18th Mar 2011 at 20:09.

  13. #13
    Member
    Registered: Jun 2004
    Location: Phoenix, AZ
    Quote Originally Posted by ZylonBane View Post
    This looks terrible. It appears that most of the brickwork changes consist of replacing the textures with much smaller bricks that make no sense in their architectural context. The changes to the gold brickwork inside Bafford's are particularly horrifying.
    What a new and exciting development.
    (P.S., that SS2 texture pack you were attached to wasn't exactly a peerless exemplar of art design, itself. I say this as an art major. Glass houses.)

    Anyways, I was blown away by the detail in the Haunted Cathedral screenshots, man. My only quibble would be with the window textures in Constantine's mansion. If you can figure out how to make them work on that domed, glass bit, it would look really great, I think.
    Last edited by nickie; 30th Mar 2014 at 03:09. Reason: language

  14. #14
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by Captain Spandex View Post
    I say this as an art major.
    You say everything in the manner of an art major. We're all quite used to it.

  15. #15
    Member
    Registered: Mar 2001
    Location: Vertigo, DragonSand, Xeen
    Yeah well, that's like... your opinion man.

  16. #16
    Member
    Registered: Jun 2004
    Location: Phoenix, AZ
    Quote Originally Posted by ZylonBane View Post
    You say everything in the manner of an art major. We're all quite used to it.
    I defy you to find one other time I've mentioned it.

  17. #17
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinque Ecclesiae HU
    I am curious, where did you find the source images for the textures. I recognise a lot of CGTextures images, but where else?

  18. #18
    Member
    Registered: Nov 2001
    Location: Sunny Finland
    NTEX.

  19. #19
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinque Ecclesiae HU
    Aha! Thank you.

  20. #20
    Member
    Registered: Mar 2001
    Location: Ireland
    ZylonBane's right.

    The textures are very good quality, but they completely change the look of the game. That was also my biggest problem with N-TEX, and why I personally never used the thing.

    A texture upgrade project needs to at least try to maintain the original look and feel of the game. Something as completely different as this is best suited to a mod or, better still, to be used as assets for FMs, rather than an outright replacement.


    A prime example of what's wrong with this is the extremely unique stained glass used in Constantine's manor. Its very specific look of large, oddly-shaped segments is replaced with a uniform collection of tiny panels, a completely different colour, and the iconic ceiling rose (as seen in cutscenes) is replaced with a generic circle of the same tiny glass panels.

  21. #21
    Member
    Registered: May 2005
    Location: Shenzhen, China.
    Excellent work ! Much much nicer than the originals. Some of the screenies looked almost photographic ! Looking forward to the future download !

    Like some others said though some of the brickwork needs enlarging.
    Apart from that, I preferred your work to the original every time.

    Is it TG though ? Looks like T1 screenies to me ?

  22. #22
    Member
    Registered: Mar 2001
    Location: Vertigo, DragonSand, Xeen
    Yes, I am such a deep fanatic of this game, that I will take any reason I can get to play it again. After 10+ years, are you kidding me? I am playing this! Get these textures out there man, HURRY!!!!

  23. #23
    Member
    Registered: Mar 2009
    Location: Damp cavern
    Well, it certainly looks like a lot of deviation from the base textures. Not that it looks bad, but that it sort of loses the look of the original game by giving it such radical new textures. Overall though, I would like to see more deviations from the original texture set come out soon, so that we may have better textures overall.

    In other words, I'm in favor of some deviation, so that we all nitpick and create the perfect set.
    Last edited by Albert; 29th Mar 2011 at 19:39.

  24. #24
    Member
    Registered: Aug 2009
    Location: Montreal, Canada
    Wow.
    Great job

  25. #25
    Member
    Registered: Jun 1999
    Location: Procrastination, Australia
    I tend to agree with the detractors.
    The work itself seems ok but a lot of the time it ends in mucking with the colour scheme and architecture, intentionally or otherwise, for unpleasant results.
    Eg. Bafford's manor's front portal is now made of rough cut slate or flint. You can get away with that in a basement (just, by pretending the retaining walls are behind it) but not in a clearly solid structure like that except in maybe cladding the lower sections.
    And you've got things like the yellow brick work inside doesn't look like structure any more but that decorative crazy stone from a 1950s fireplace.
    You can't just change friezes and stained glass to whatever you like either. Lots of those things have meanings (and some noble's tomb lid being replaced by what looks like a statue, possibly of Plato? Not a good idea). The texture in the domes of Bafford's little towers now has no relevance to anything too.

    The simpler textures on carpets and walls tend to work better with an old engine like this. Replacing them with a whole lot of much busier things of different colours can make things worse rather than better Plus there's unintended consequences like the altar top in Cragscleft. The designers had a flat undetailed texture on it that was more general purpose. Now it looks like it's crudely cut parquetry, which makes no sense at all.

    If you're not going to custom fit the new textures to the scenes (a pretty much impossible task requiring hand editing and redistributing the missions), sticking as close as possible to the originals in every respect is the only way to go. Otherwise I think the effort is wasted, sad to say. Some do fit pretty well. Others do not. Keep at it though.

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