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Thread: NTEX high-res texture pack version 1.3 for Thief 2 (and normal texture version 1.12)

  1. #1

    NTEX high-res texture pack version 1.3 for Thief 2 (and normal texture version 1.12)

    This is a high-res dds version with 512x512 textures for Thief 2, for those who use Timeslips ddfix.dll (version 1.3.9 or later) (see http://timeslip.chorrol.com).

    Get it here (78 MBytes): ntexdds13.exe

    (This pack is being uploaded regularly to http://www.southquarter.com/tools/ thanks to Brethren)

    this is an installer that puts the files ion the right place and adjusts your darkinst.cfg. Let me know if it works. There is no uninstall for now, you just delete the files. There are 136 textures in this pack and more being added.

    This is a work in progress. I may switch to tga files later because that takes up less space for the download package. After installing your darkinst.cfg should look something like this:

    cd_path .\
    install_path .\
    language english
    resname_base .\NTEXdds+.\res
    load_path .\
    script_module_path .\
    movie_path .\movies



    Of course you are welcome to use them in fan missions if you want.
    Many of them are based on the http://www.cgtextures.com/ site, also own photographs and other web resources.

    Work on the old pcx file package has stopped
    Download here version 1.12 : NTEX.zip

    Numer of replaced textures: 256

    Unzip this file in your thief2 directory (mine is c:\gms\thief2) and add the reference in your darkinst.cfg, so you have ntex.crf in your directory. Then delete the file ntex.zip. In fact your darkinst.cfg can look like this:

    cd_path .\
    install_path .\
    language english
    resname_base .\EP+.\NTEX+.\res
    load_path .\
    script_module_path .\
    movie_path .\movies



    example high res dds:

    old city

    new city
    Last edited by thief_gotcha; 13th May 2008 at 08:56.

  2. #2
    Member
    Registered: Nov 2004
    Location: Australia
    sounds good and I would download it but maybe use a installation batch script just like the Thief Enhancement Pack does

  3. #3
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    I started a project like this for use with a mission based on the Ambush! OM, but never got beyond the textures used in that mission, so I applaud your efforts. It's difficult to make good drop-in replacements for lo-res textures, but based on your screenshots these look pretty decent. I assume you haven't modified any of the missions themselves to change the scale of the textures?

    I don't think a batch file is really necessary here, you're just making a small change to one config file.

  4. #4
    Member
    Registered: Nov 2004
    Location: Australia
    Well now for some reason making a small change to the darkinst.cfg file makes thief 2 crash now but delete it and works fine so whats going on here

  5. #5
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    Well, he gave the path to his own T2 directory as the third location. Did you use it verbatim or change to match your own?

  6. #6
    Member
    Registered: Nov 2004
    Location: Australia
    I got it to work now but the new textures aren't working and looks awful

  7. #7
    Quote Originally Posted by Undead Gamer View Post
    I got it to work now but the new textures aren't working and looks awful
    weird, do you see an unrecognizable mess of pixels with strange colours? in that case I have to add the palette textures to the subdirectories. I'll do that in the next download.

    I just have a regular install (1.18) but I do use the ddfix.dll fix to get it working on my new raphics card. Then I and add this crf and it workds for me.

    Yandros, I didn't edit the maps but used the fixed texture sizes. But on many places the texture gets repeated because the object is large. So you can use larger textures and it looks better (or I like to think so). Anyway I like doing this kind of stuff but I can't promise I will replace everything! As long as I don't loose interest...
    Last edited by thief_gotcha; 27th Jan 2008 at 01:13.

  8. #8
    Member
    Registered: Nov 2004
    Location: Australia
    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

  9. #9
    The Architect
    Registered: Dec 1998
    Location: Lyon
    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?

  10. #10
    Quote Originally Posted by Digital Nightfall View Post
    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?
    but that would disable these textures for the original game... people are very welcome to use them for their missions

  11. #11
    Quote Originally Posted by Undead Gamer View Post
    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.
    Last edited by thief_gotcha; 27th Jan 2008 at 06:04.

  12. #12
    Member
    Registered: Feb 2003
    If you need a hand with this

    drop me a Pm

    biker

  13. #13
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    Quote Originally Posted by Digital Nightfall View Post
    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.

  14. #14
    Member
    Registered: Nov 2004
    Location: Australia
    I tried again this time and only half of the textures are showing up, the rest garbage

    At least the with Thief Enhancement Pack no problems at all

  15. #15
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    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.

  16. #16
    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

  17. #17
    Member
    Registered: Mar 2001
    Location: Ireland
    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.

  18. #18
    Member
    Registered: Nov 2004
    Location: Australia
    Quote Originally Posted by thief_gotcha View Post
    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

  19. #19
    Member
    Registered: Feb 2003
    Quote Originally Posted by thief_gotcha View Post
    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 Originally Posted by Nameless Voice View Post
    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.

    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
    Last edited by bikerdude; 7th Aug 2008 at 07:50.

  20. #20
    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

  21. #21
    Member
    Registered: Nov 2004
    Location: Australia
    Great news guy's I ended up opening the EP.crf file with 7 zip and just added the new textures to it and now finally works

  22. #22
    can you post your darkinst.cfg? that would help solving this maybe.

  23. #23
    Quote Originally Posted by Digital Nightfall View Post
    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?
    A quick workaround is using a renamer and add the letter X to each name so that they become a seperate pack and keep the original name. so for instance bigbl.pcx becomes xbigbl.pcx

  24. #24
    Member
    Registered: Nov 2004
    Location: Australia
    Quote Originally Posted by thief_gotcha View Post
    can you post your darkinst.cfg? that would help solving this maybe.
    cd_path D:\
    install_path c:\program files\thief 2 the metal age
    language english
    resname_base .\EP+c:\program files\thief 2 the metal age\res+D:\thief2
    load_path c:\program files\thief 2 the metal age+D:\thief2
    script_module_path c:\program files\thief 2 the metal age+D:\thief2
    movie_path c:\program files\thief 2 the metal age\movies+D:\thief2\movies

    Here it is but I just used the Thief Enhancement Pack EP.crf file with 7 zip and added the new textures in the archive

  25. #25
    Member
    Registered: May 2003
    @thief_gotcha:

    your texture pack is *amazing* - just fired Framed and was blown away by the difference it made. PLEASE, keep up fantastic work and retexture also later missions up to Soulforge. Can't wait to reply the game with your pack applied.

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