Looks great! I'll try to replay some OMs with this installed. Thanks!
<h2><a href="http://jermi.dyndns.org/~jermi/stuff/Thief/t2water.zip">t2water</a> - Enhanced Water for Thief 2: The Metal Age</h2><p>This package contains 32-bit texture replacements for Thief2 water (blue and green).<h3>Installation</h3><p>Requires ddfix.<ol><li>Extract this package (with paths) into your Thief2 installation directory.
<li>Put this setting in your ddfix.ini: TextureReplacement=1
<li>If your ddfix replacement texture path is not the default (RES/ddfix), then move the directory RES/ddfix/t2water to the correct place (to the directory pointed to by "TexturePath" in ddfix.ini).
</ol><h3>Uninstallation</h3><ul><li>Remove any and all files extracted from this package.
</ul><h3>Video</h3><p><a href="http://www.youtube.com/watch?v=_sxdcviP0NI">Shipping and Receiving, Ambush and Trail of Blood with t2water.</a><h3>Screenshot</h3><p>Ambush with t2water<br><img src="http://jermi.dyndns.org/~jermi/stuff/Thief/t2water_ambush.jpg">
Last edited by jermi; 23rd Nov 2010 at 12:38.
Looks great! I'll try to replay some OMs with this installed. Thanks!
wow that looks phenomenal! Nice work Jermie
By the way, this works with FMs too - all stock blue and green water is replaced, in FMs as well as in OMs.
If ddfix is fixed, it'll have no effect on the contents of this package, so I had no excuse to not publish this now. As for ddfix 1.3.11.1, the sooner it becomes obsolete the better, but meanwhile someone might find it useful.
Wow, that looks great! Fantastic Jermi!![]()
Looking back, I never thought you'd do so much for the development of DDFIX, Jermi. I've gotta try this out, now that I've got a working version of DDFIX (And my laptop already has fog) thanks to you, man.
EDIT: Hmm, now that I've gotten around to it, your t2skies patch doesn't even work. The stars work, but cluster up. That's all; no new clouds, skybox or moon.
Last edited by Albert; 22nd Sep 2010 at 01:29.
Thanks for this. I'm also adding a link to this thread in the FAQ.![]()
jermi,any chance of getting the enhanced water to system shock2?
that looks really great.
Just one question, probably somebody has already answered to it. Does this modification also work on Fanmission or is it just for the original game.
Wait, so just to be clear, this patch does not work with ddfix 1.5.5?
it should work fine with the latest few versions of ddfix.the problems mentioned in the first posts refer to very old releases of ddfix.
did not work with my install of SS2 (ADAOB,rebirth,etc),but I have tried a clean install just to be sure,and voila,it works.
so yeah,its SS2 compatible,just watch out for conflicting mods (I'll try to figure out what went wrong later).
edit: after a ton of testing, it seems like t2water is not ss2 compatible-after reloading a savegame,the water surface starts to flicker (nothing seems to help)..good news is that it works flawlessly with thief gold.
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Last edited by voodoo47; 15th Jan 2011 at 14:15.
Thanks for this Jermi, just loaded this up and currently playing Seven Sisters along with the t2skies mod, gorgeous.
jermi, are these images tied in with Thief copyright - that is, are they enhanced versions of the originals or are they completely new - and so you're own copyright. If so, I was wondering if they might be used as the basis for a new Dark Mod animated water surface.
Created by me from scratch. Use for any non-profit purpose.
For the Dark Mod, though, what you really want is a normal map, not a diffuse+alpha map.
Thanks a lot jermi - much appreciated. Yes, that's one way - I'll discuss it with the guys at TDM to see if we can batch process the images to normal maps.![]()
These textures were rendered in 3dsmax based on an animated elevation map. Turning the original elevation maps into normal maps should be relatively easy. Time permitting, I could try to check if I can still find them.
Thanks - that would be great if you could. I don't know yet how I would change frames in a doom3 material though.
I was reading about this at Doom3world.
Essentially you create a "Filmstrip", eg. a large texture that is made of small textures chained together, then you use scroll or translate and move the texture at intervals.
The trick that Flanders appears to be puzzling over is "Can you have two normal map scrolls at once?" But I suppose if you bake the normals together for each frame you would achieve the same effect...
I was wondering about that myself. I guess it's a roq file. Another idea I had was a series of conditional statements in the material triggered by a timer: In rough pseudo code...
if (t = 1) bumpmap n1
if (t = 2) bumpmap n2
etc.
just to be clear jermi, is it okay if I package this with an FM I'm working on? (With credit to you and a link to this thread, of course!)
It's totally okay.
I suppose you know that t2water replaces the water in FMs as well, so by including t2water with your FM you're increasing the download size just to cater to those users who chose not to install t2water in the first place.