TTLG|Jukebox|Thief|Bioshock|System Shock|Deus Ex|Mobile
Page 10 of 59 FirstFirst ... 567891011121314152025303540455055 ... LastLast
Results 226 to 250 of 1451

Thread: Thief Gold HD Texture Mod

  1. #226
    Member
    Registered: Aug 2004
    Location: New Jersey, USA
    Looks great! Some of those texture choices are brilliant. However, some of the changes you made stray too far from the original design (in style, shade and hue). Examples: using the same checkerboard tile to replace two different tile patterns, the ceiling in that one room in the Bonehoard (ceiling was brightly tiled - now it's the same dark rock as the walls), limestone caverns are now mud-brown, some brickwork being completely different...

  2. #227
    Member
    Registered: Nov 2004
    Location: Germany
    The mod will not be a HD original mod! Its pure taste. I accept critic but there are some things that wonīt change

  3. #228
    Member
    Registered: Aug 2004
    Location: New Jersey, USA
    Quote Originally Posted by Gecko View Post
    The mod will not be a HD original mod! Its pure taste. I accept critic but there are some things that wonīt change
    So your aim then for the mod lies in high resolution textures, but less variety due to the replacing of multiple textures with a single texture? Interesting taste. That's like saying I'll have coffee in my coffee, but I do admire your integrity regarding it, Gecko. I personally can't wait 'til you've made every mission look the same as every other mission. Atmosphere: better without color or variety.

  4. #229
    Member
    Registered: Nov 2004
    Location: Germany
    I understand what you mean! But that will not happen. The mod is not finished yet! Some things will be changed

    Thank you for your critic. You are very attentive Thatīs good!
    Last edited by Gecko; 9th Oct 2012 at 17:59.

  5. #230
    Member
    Registered: Feb 2004
    Location: The City
    Quote Originally Posted by Frikkinjerk View Post
    I personally can't wait 'til you've made every mission look the same as every other mission. Atmosphere: better without color or variety.

    There's something I dont understand. Why do you expect that every mission will look the same as every other mission?

    When you dont like his work you should check out the other TG Texture pack by tin.

  6. #231
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by Frikkinjerk View Post
    ...limestone caverns are now mud-brown,...



    Better?

  7. #232
    Member
    Registered: Aug 2004
    Location: New Jersey, USA
    Quote Originally Posted by Garrett View Post
    There's something I dont understand. Why do you expect that every mission will look the same as every other mission?

    When you dont like his work you should check out the other TG Texture pack by tin.
    Because if you watch the video posted alot of the textures do look the same, and in some places different original textures were replaced with a single new texture. Gecko says it's a WIP, so I guess he doesn't intend for that to be the case when he's finished. I look forward to seeing where it goes. By the way, I just finished a play through of Thief Gold without any hi-res packs, so while I find the idea interesting, I still enjoy the original game as it is.

    Also, I never said I didn't like his work. In fact, I praised some of his choices. I was just being nitpicky about a few things, because I love the game and the original textures may be low-res and ugly by today standards, they nonetheless imbued the game with it's own style and atmosphere.

  8. #233
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    I just finished posting a rather lengthy post in vurt's thread about the style choices of texture mods and in comparison to the original textures. I certainly agree to an extent with Frikkinjerk's point of view, but there's one thing.

    You just said that in the video a lot of textures are just one single texture. Not sure I understand what you mean. Can you please point out a specific point of the video in which to compare? Thanks.
    Last edited by sNeaksieGarrett; 10th Oct 2012 at 00:41.

  9. #234
    Member
    Registered: Aug 2004
    Location: New Jersey, USA
    Quote Originally Posted by sNeaksieGarrett View Post
    I just finished posting a rather lengthy post in vurt's thread about the style choices of texture mods and in comparison to the original textures. I certainly agree to an extent with Frikkinjerk's point of view, but there's one thing.

    You just said that in the video a lot of textures are just one single texture. Not sure I understand what you mean. Can you please point out a specific point of the video in which to compare? Thanks.
    Because you asked...

    0.35 - look at the floor and wall
    0.48 - look at ceiling and wall
    1.12 - ceiling tiles now completely different
    1.28 - gold veins in cragscleft now gone
    1.45 - watch floor in background
    2.26 - compare walls on left and right / before and after
    2.43 - look at ceiling and walls
    3.22 - waist-high wall in center of room
    4.23 - different floor tiles than the original Bafford, but same "new" texture
    4.37 - look at the wall on the left
    5.25 - drastic difference in color/brightness of entire scene
    5.36 - blue brick cathedral turns blech-colored
    5.47 - because, as everyone knows, zombies are big on interior decoration
    5.54 - watch as all the color disappears

  10. #235
    Member
    Registered: Nov 2004
    Location: Germany
    Another limestone texture



    EDIT:

    Some new Zombie screens :P



    Last edited by Gecko; 10th Oct 2012 at 12:09.

  11. #236
    bikerdude
    Guest
    Quote Originally Posted by Gecko View Post
    Better?
    Yup, But change the texture scale so you don't see it repeating as much.

  12. #237
    Member
    Registered: Nov 2004
    Location: Germany
    http://www.youtube.com/watch?v=IToPFxiZcJw

    If you want to see only original faithful HD textures ... don't watch the video!

  13. #238
    Zombified
    Registered: Sep 2004
    the zombie looks like a stone golem.

  14. #239
    Member
    Registered: Nov 2004
    Location: Germany
    Haha I like it because the zombie adapts perfekt to mine

    This is my favorite zombie pic





    ---


    Here is the skin texture: (the original scale is 1024 x 1024)

    Now you see...there is no stone

    Last edited by Gecko; 14th Oct 2012 at 11:43.

  15. #240
    Albert
    Guest
    That's looking pretty good, Gecko.

    I'm excited for this Thief Gold TP. It's probably going to be awkward with a few spots where one imagines things a bit differently (I'm going to cite the "cracked" texture in Thief 2 as a related example, here), but I'm more than willing to sacrifice all that for awe and wonderment at a fully 32-Bit Thief Gold.

  16. #241
    Member
    Registered: Nov 2004
    Location: Germany
    Thx Albert!

    I can only say one thing!

    I spend hours...days...weeks to create this Mod. The last thing what i will do is to cancel this project! I know there are some members which do not like what I do.
    But that's okay! There are also people who like it and want to play the mod.

    Now we have also a team of skilled people which will create a faithful texture pack. And thatīs great!

    e.g.
    There are many different zombie skins which have been created before it looks like this. But i have no doubts that this is the best version of all

    And now back to work!
    Last edited by Gecko; 15th Oct 2012 at 10:29.

  17. #242
    Albert
    Guest
    Awesome, man!

    I'm also, as Carnac the magnificent, predicting a bit of pick-and-mix in the near future, with some of these texture packs. So many of these upstarts have great quality, and with the exception of Bob's pack (whose doing his finest to recreate the textures from a mixture of sheer luck, like the "cracked" texture, as well as from scratch), mostly some surprisingly creative liberties. Great for FM makers.

    So good luck to you all!

  18. #243
    Archivist
    Registered: Sep 2002
    Location: Museum of the Ancients

    Bump

    Anything new to show us, Gecko?

  19. #244
    Member
    Registered: Nov 2004
    Location: Germany
    Lately i worked at the Water Mods.

    HD Mod status:
    Now i 'm busy to get all the correct texture-positions (U/V Offset) and correct texture-scale with Dromed in any Mission. Often i had to rotate textures. Itīs much work. "Cregsleft Prison" is finished

  20. #245
    New Member
    Registered: Oct 2012

    amazing!

    i saw your youtube-videos and i have to say it left me flabbergastered!

    Can't wait for you to finish it!

    Some people gave you a lot criticism for reinterprating the atmosphere, i however think you've done (or are still doing) a fantastic job!

    Except for the zombies --> the originals are just more gruesome, like their intestines hanging out and face looking like it was part rats meal, because when only grey, they look like they're made out of stone
    Although i have only seen what you put up on youtube (and there also seem to have been 2 different models, one grey only, one with more red and a lacking lower jaw), and i also have no right to tell you, how to do your Patch, that's something i would appreciate.

    Other than that, it's just fantastic!

  21. #246
    I wanted to express appreciation for what you're doing, Gecko.

    I can sympathize with those who want the original textures, just HD-ified, I can sympathize with them VERY MUCH.

    However! We've all played this game with those textures for years, and as long as a person isn't deviating *too much*, and I don't think you are, I think there's room for a new interpretation.

    I like what your version looks like a lot, at least enough to give it a good try!

    Only thing is, I see that a lot of earlier files etc in this thread are now gone... can I pretty please try the mod in it's current condition? No fair that I missed out on the beta

  22. #247
    bikerdude
    Guest
    Quote Originally Posted by Gecko View Post
    HD Mod status:
    Now i 'm busy to get all the correct texture-positions (U/V Offset) and correct texture-scale with Dromed in any Mission. Often i had to rotate textures. Itīs much work. "Cregsleft Prison" is finished
    Good man.

  23. #248
    Member
    Registered: Nov 2004
    Location: Germany
    Improved Vegetation
















    Last edited by Gecko; 16th Feb 2013 at 14:41.

  24. #249
    Member
    Registered: May 2010
    Location: Taffer's Inn
    Looks awesome. Great work!

  25. #250
    Member
    Registered: Jun 2004
    Location: Phoenix, AZ
    Excellent work, Gecko. Looking forward to it, hopefully in April!

Page 10 of 59 FirstFirst ... 567891011121314152025303540455055 ... LastLast

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •