Stop changing the scale, pattern, and color of the brick and stonework. These are issues that are easy to get right.
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
Stop changing the scale, pattern, and color of the brick and stonework. These are issues that are easy to get right.
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?
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 =)
How did you get the bloom effect?
And -- are these T1 mission converted into T2 (because I saw coloured light there)?
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.
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.
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.
Last edited by Gecko; 31st Mar 2011 at 10:04.
When the completed version of your Texture Pack will be available?
These screen-shots look fantastic!
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.
new Bafford banner.
New
Old
@ Sir_Mark
i canīt say when itīs finished sorry...
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?
New Banner2
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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?
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.
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!
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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.
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.
ThanksDownloading.
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.
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?