sounds good and I would download it but maybe use a installation batch script just like the Thief Enhancement Pack does
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 09:56.
sounds good and I would download it but maybe use a installation batch script just like the Thief Enhancement Pack does
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.
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
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?
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 02:13.
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
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?
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 07:04.
If you need a hand with this
drop me a Pm
biker
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
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.
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
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.
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..?
I disagree, I think they look good because they are different
but each to their own.
Undead all you need to do is edit the darkinst.cfg and install.cfg as followsStill does not work, Bikerdude have Pm you
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 08:50.
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
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
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
@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.