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Thread: Thief Enhancement Pack 2.0 alpha

  1. #251
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Fields of bluegrass
    I don't think the EP includes any new mesh skins, only objects and terrain textures.

  2. #252
    Member
    Registered: Mar 2001
    Location: Ireland
    Nope, no mesh skins in the EP, apart from some slightly modified arms.

    Though that's more a case of "there aren't really any upgraded meshes" rather than a policy.

  3. #253
    Zombified
    Registered: Sep 2004
    pretty sure there is at least one (slightly) enhanced mesh pack floating around, NecroAge makes use of it.

  4. #254
    Zombified
    Registered: Sep 2004
    I think I haven't been annoying with this for some time;
    Quote Originally Posted by voodoo47 View Post
    ok, so here is the stuff - fixed textures if you want the old blackjack, and fixed up swords and the new leaner blackjack model with corresponding fixed textures. you will probably have to play around a bit to see what you like (if you want to use the classic blackjack model, you will have to kick the model and its textures from the second package, and use just the textures and motions from the first. you will need the motions for T1 from the first one at all times though).

  5. #255
    Member
    Registered: Mar 2001
    Location: Ireland
    What's that about?

  6. #256
    Zombified
    Registered: Sep 2004
    a few fixes for some models and textures. the sword models are arguably not as fancy as the current EP2 set, but definitely less broken. feel free to use/not use all/any resources I've linked.

  7. #257
    Member
    Registered: Nov 2004
    Location: Twinsburg OH
    Quote Originally Posted by voodoo47 View Post
    I think I haven't been annoying with this for some time;
    I've tried that. Maybe something I'm not doing right but I still have the turkey leg for a blackjack. The "inventory" model is the new one but the Blackjack in hand is the ugly old one. What files do I need and where to place them? Also does the Cam.ini need to be modified, if at all?

  8. #258
    Member
    Registered: Nov 2004
    Location: Twinsburg OH
    Quote Originally Posted by voodoo47 View Post
    ok, so here is the stuff - fixed textures if you want the old blackjack, and fixed up swords and the new leaner blackjack model with corresponding fixed textures. you will probably have to play around a bit to see what you like (if you want to use the classic blackjack model, you will have to kick the model and its textures from the second package, and use just the textures and motions from the first. you will need the motions for T1 from the first one at all times though).;
    I've tried that. Maybe something I'm not doing right but I still have the turkey leg for a blackjack. The "inventory" model is the new one but the Blackjack in hand is the ugly old one. What files do I need and where to place them? Also does the Cam.ini need to be modified, if at all?

    Reason for double post: Could not for the life of me figure out why I couldn't save my edit. Changed due to wrong quote in initial reply

  9. #259
    Zombified
    Registered: Sep 2004
    either replace the original files in the EP2.crf, or set some folder up as a modfolder and place them there (yes, you would need to modify cam_mod.ini for that).

  10. #260
    Member
    Registered: Mar 2001
    Location: Ireland
    A minor update which adds a few more terrain textures and reworks some of the loot to be less overly ornate and more like the original designs.

    The the first post for the download link.

  11. #261
    Zombified
    Registered: Sep 2004
    please add vhotted candles and jointed bells to the pack so we could avoid file overrides in TFix/TaffePatcher in the future.

  12. #262
    Member
    Registered: Mar 2001
    Location: Ireland
    What's with those models? They seem to appear messed up in DromEd (interior components rendered on top of exterior ones), though they look okay in-game.
    Also, the bell is in a slightly different position than the EP model.

  13. #263
    Member
    Registered: May 2008
    Location: Southern,California
    not sure if this is the place to ask but is it possible the"red loot bag from seven sisters be added to pack,you get it in mission as a reward from that lady for rescuing the baby burrick from the butcher i think on night 2"


    its one of the best looking loot bags i ever seen in a fan mission also a way to remember rowena


    i am pretty sure the loot bag is same as bluish/purple on from stock t1 but someone turned it this amazing velvet red color i think with a band at top

  14. #264
    Member
    Registered: Mar 2001
    Location: Ireland
    And since I'm in this thread anyway, I'll mention that I've been doing a little work on the EP again, mainly adjusting some of the textures that are not as close to the originals as I would like, especially replacement textures for Thief 1 which were taken from Thief 2 (where the textures are all far less saturated), and look vastly different than they should.

    Here is an example of a texture that I worked on today.
    This is the version currently in the EP (note that it is very grey):


    And this is the replacement, shown side-by-siide with the original T1 texture:


    If you want to volunteer to help, or just to see a few more examples, then you can look in this thread.

  15. #265
    Zombified
    Registered: Sep 2004
    Quote Originally Posted by Nameless Voice View Post
    What's with those models? They seem to appear messed up in DromEd (interior components rendered on top of exterior ones), though they look okay in-game.
    Also, the bell is in a slightly different position than the EP model.
    checked the candles, no idea what do you mean, they are identical but have vhots as far as I can tell.

    https://i.imgur.com/wBN8qPj.jpg

    the bell indeed is a tiny bit off, but that shouldn't matter too much?

  16. #266
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Fields of bluegrass
    Quote Originally Posted by downwinder View Post
    not sure if this is the place to ask but is it possible the"red loot bag from seven sisters be added to pack,you get it in mission as a reward from that lady for rescuing the baby burrick from the butcher i think on night 2"


    its one of the best looking loot bags i ever seen in a fan mission also a way to remember rowena


    i am pretty sure the loot bag is same as bluish/purple on from stock t1 but someone turned it this amazing velvet red color i think with a band at top
    The EP is only about replacing existing objects and textures with new ones which are as close as possible to the originals. The red velvet loot bag is not an original object, so this is the wrong project in which to put that model.

  17. #267
    Member
    Registered: May 2008
    Location: Southern,California
    ty for reply yandros ,makes sense

  18. #268
    Member
    Registered: Feb 2008
    Location: http://thief-forum.pl/
    Is the EP2 file in the 1st post the last one published for the taffers (6 sep 2015)?

  19. #269
    Member
    Registered: Mar 2001
    Location: Ireland
    The last update is from the 6th of December, 2017.

    (The date on the first post was wrong, I've fixed it.)

  20. #270
    Member
    Registered: May 2016
    If you are experiencing the water switching/flickering between different types of textures issue

    ...and you have made sure that no other mod is causing it
    ...and you don't really care that much for the new water or lava

    ....then getting rid of it is very simple. The crf file is simply just a zip archive. Just open ep2.crf in your favourite archive/zip view (like 7zip) and rename the fam\waterhw folder to something else, like waterhw.disable.

    One step further:

    This folder also contains the new lava textures, if you really want to keep them, then you can selectively move/remove the water ones. Any good image editor like GIMP or paint.net (both free) can view the dds files and provide Windows Explorer thumbnails if you extract the whole crf file.

    Another step further:

    If you find this is FM specific, then here's an idea: you can simply move waterhw out to a new archive (call it something like ep2water.crf) and add that file to your cam_mod.ini mod_path line. Remember, you are just making a zip and can choose the least compression setting. Then, for FMs that cause the problem, you can selectively exclude your new water tex mod through FMsel (https://imgur.com/ZjoIvOr) or however your FM launcher does it.

    Happy customising! And remember, backup files you change

  21. #271
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Quote Originally Posted by Nameless Voice View Post
    Alternatively, if you already have v1.0 of the EP installed, you can just rename the .crf to "ep.crf", replacing the one from v1.0.
    Is this always valid (for TG and T2) ?

  22. #272
    Member
    Registered: Mar 2001
    Location: Ireland
    Yes.

  23. #273
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Thanks!

  24. #274
    Member
    Registered: Jun 2011
    Location: ���&#5671
    Just so you know, Firemage released a hi-poly burrick model : http://spirited-tech.com/thief/2019/...s-by-firemage/

  25. #275
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    Quote Originally Posted by Squadarofl View Post
    Just so you know, Firemage released a hi-poly burrick model : http://spirited-tech.com/thief/2019/...s-by-firemage/
    I gotta love that one.

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