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Thread: Thief Gold HD Texture Mod

  1. #26
    Member
    Registered: Nov 2004
    Location: Germany
    thank you for all your feedback

    i understand that you all want the original textures in high quality...thatīs not easy

    some textures i like more than the original!

    UPDATE: New Screenshots

  2. #27
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Stop changing the scale, pattern, and color of the brick and stonework. These are issues that are easy to get right.

  3. #28
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by ZylonBane View Post
    Stop changing the scale, pattern, and color of the brick and stonework. These are issues that are easy to get right.
    you donīt have to download my textures when itīs finished m8. thx ^^

  4. #29
    Make the new textures with maximum fidelity to the originals!

    Especially the Gold textures, ESPECIALLY in Bonehoard (which originally didn't look too good in Thief Gold to begin with) -- this mission would very much need the effort, as now the original textures look too gilded, or something.

    Also, how did you achieve what seems like bloom effect?

  5. #30
    Member
    Registered: Nov 2004
    Location: Germany
    some original textures are too much bright! like the boneyard stone texture. the atmosphere is much better if you use darker textures sometimes. believe me! i changed some textures again and again.... and these have the best atmosphere. if you play it you will see =)

  6. #31
    How did you get the bloom effect?

    And -- are these T1 mission converted into T2 (because I saw coloured light there)?

  7. #32
    Member
    Registered: Jul 2010
    That last set of screens is much better.

    You have acknowledged the scale disparity and some of the lighting issues and have amended the biggest foibles from your previous examples. There are still some qualities that I take issue with (like the pattern brightness inversions) but many of those scenes are now dramatically improved.

    Good work.

  8. #33
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by Stan_The_Thief View Post
    How did you get the bloom effect?

    And -- are these T1 mission converted into T2 (because I saw coloured light there)?
    itīs ddfix with "PostProcessing" and yes itīs the original t1 gold. nothing converted!

  9. #34
    Member
    Registered: Aug 2006
    Location: Deutschland
    To come up with a rather specific request: Especially since there is no red brickwork in TDS (Ziegelsteine, weißt schon), I'd like to see that for the Assassins map instead of the natural red stones you have right now. Otherwise, yeah, looks better. That green tapestry in Constantine's mansion looks wonderful.

  10. #35
    Member
    Registered: Jul 2000
    The changes are much better up to image of the well then it sort of feels like the textures have too much color or saturation or just plain too busy. I do like how you went with more brick and block textures though some "rock wall" manages to sneak into a building in the image above the image of the well.

    11b and 12b look great but the change of orientation of the floor is more noticeable with brick than with the original texture. I don't know if you can get them to match or use something more cobblestone or flagstone.

    The brick texture in 13b on the left side needs to be rotated 90°.

    19b looks very good and all the changes are noticeable but complementary.

    I'm still not sold on the new stain glass texture. It's impressive in the circular form in 20b but seems too much of a change in general. The pieces that form it look too small.

  11. #36
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by Crion View Post

    The brick texture in 13b on the left side needs to be rotated 90°.

    I'm still not sold on the new stain glass texture. It's impressive in the circular form in 20b but seems too much of a change in general. The pieces that form it look too small.
    fixed =)

    http://www.vfa-digital-service.de/thief/new/glass.jpg
    Last edited by Gecko; 31st Mar 2011 at 10:04.

  12. #37
    New Member
    Registered: Apr 2011
    When the completed version of your Texture Pack will be available?
    These screen-shots look fantastic!

  13. #38
    Member
    Registered: Sep 2008
    Location: Estonia
    Taken one by one, out of the context, some of your your textures look really impressive. As they are though i wouldn't use them as a replacement pack. They are too different from the originals, look far too busy (especially the stonework) and don't tile particularily well.

  14. #39
    Member
    Registered: Nov 2004
    Location: Germany
    new Bafford banner.

    New


    Old




    @ Sir_Mark

    i canīt say when itīs finished sorry...

  15. #40
    Member
    Registered: Aug 2007
    Location: In my Pagan Hut
    Whoa, amazing amount of work here! I'm really excited to play the end result.

    I don't mind so much about dramatic changes. I'll probably play this with a separate install of Thief, like another game.

    I don't see the issue with changing the feel of the missions. Wasn't just updating the textures the job of the texture pack?

  16. #41
    Member
    Registered: Nov 2004
    Location: Germany
    New Banner2





  17. #42
    New Member
    Registered: Apr 2011
    Quote Originally Posted by Gecko View Post
    @ Sir_Mark

    i canīt say when itīs finished sorry...
    So please release what you have already. I can't wait to play with new textures! :P

  18. #43
    Albert
    Guest
    Whoa, now those banner textures, I can get used to. They look great!

    I'm not so impatient on this, so maybe I'm getting used to long waits?

  19. #44
    Member
    Registered: Oct 2005
    Location: UK
    I wasn't keen on the first set of screenshots but the changes since then are a vast improvement. I think, for the most part, this pack is looking great now (new Bafford's in particular).

    Some more criticism, if you're interested. All just my opinions of course:

    • The Sword level really relies on the oddness of its art. If there's one level in the entire game where you need to stick slavishly to the original designs, it's this one. Firstly, you need to keep the orientation of the black & white tiled floor - if it was diagonal in the original, please leave it that way. Second, the windows - sorry, I know you've changed them already, but they just don't work. Those crackpot diagonal lines, odd panes and the overall colour balance are all essential. Seriously, just copy the design of the original.
    • I don't like the changing of red brick to irregular red stone, I think most would prefer a high res red brick texture. (it's not that the red stone texture doesn't look nice, it does - but red brick & mortar makes more sense in the locations it's used, and will probably just look better). As ZB rudely points out, brick & stonework needs to be scaled to look right, but I think most of this is OK now.
    • And in general, I think more effort needs to be made to maintain the the colour palette of original scenes. Most obvious examples to me: the first Sword corridor screenshot has lost most of its green, and there are a lot of exterior shots that have lost red tones, esp. red-tiled rooftops that have turned murky brown. Overall, these scenes look less appealing than the originals, despite the added detail. Colour is more important.


    Exception to the above - there are two interior scenes about two-thirds of the way down the page that depart quite a lot from the original art & overall colour balance (room with a fireplace, room with a wardrobe). I think these new versions are much better than the originals, they look great.

    Oh yeah, one more thing: as discussed, the new Bonehoard is generally darker than the original, and while I agree this looks better in screenshots, you need to be careful not to break the game's visual communication. Players need to be able to identify viable hiding spots by sight, and if you're darkening everything on screen you run the risk of creating dozens if not hundreds of new problem spots, where areas that look dark enough to hide in are actually dangerously exposed. If you're going to change overall brightness of scenes or entire levels, you're going to have to extensively playtest every affected area to make sure you haven't knackered the shadows (and you will definitely need other people's input on this).

    Anyway, hope you keep at it, I personally think most of it is looking good now, and it could be an excellent upgrade when it's finished.

  20. #45
    Member
    Registered: Mar 2001
    Location: Vertigo, DragonSand, Xeen
    So, with all of the varying opinions about which textures improve the originals and which ones take away from them, one thing remains unchanged: This is one hell of a good reason to play through the game yet again!

  21. #46
    Member
    Registered: Jun 2004
    Location: Scribarium
    Man, haven't been on here in a while...

    Most of the textures look great to me, though I must admit I don't really care for the redone textures in Constantine's mansion...the original look was 90% of the atmosphere in that mission. It's just not the same without the pagan sigil on the walls and windows.

  22. #47
    Member
    Registered: Nov 2004
    Location: Germany
    Here is a Beta 0.3 Version.

    The following original missions are patched:

    Lord Bafford's Manor (not finished), Break From Cragscleft Prison (not finished), Down In The Bonehoard (not finished), Assassins (not finished), The Sword (not finished), The Haunted Cathedral (not finished).


    329 .dds textures

    YOU NEED DDFIX TO USE THE TEXTURES!

    How to install:


    Make a backup from all your original files before you override it...

    If your .crf files are in the "res" folder....than copy the files from the "crfs" in your "res" folder.

    Use the following line for the "TexturePath" in your ddfix.ini:

    TexturePath=res\ddfix\

    You need a High-End Video Card & PC for this textures!

    (please use high HD-Anti-Aliasing if you can......i use x16)

    and i say it again...this is only a beta version ^^

    Gecko
    Last edited by Gecko; 31st Mar 2012 at 04:27.

  23. #48
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Thanks Downloading.

  24. #49
    Member
    Registered: Nov 2004
    Location: Germany
    here you can download the new 181 textures! you can use it for your own FMīs

    here are examples in a low resolution:

    texture examples - low resolution

    Download in High-Resolution:

    http://www.vfa-digital-service.de/th...s/textures.rar
    Last edited by Gecko; 17th May 2011 at 15:22.

  25. #50
    Member
    Registered: Jul 2006
    Location: Moscow, Russia
    What's the purpose of 'CRFS' sub-folder in your archive? All my resource files are in RES folder, it's the way the latest DarkLoader names it. Should I replace resource archives there or re-pack them, overwriting files inside?

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