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Thread: Thief Gold HD Texture Mod

  1. #676

  2. #677
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by Xmodule999 View Post
    ok! Thank you

  3. #678
    Member
    Registered: Apr 2013
    I have often crashes when playing this mod, but with original TFix textures I can play without any crashes (except in mission "Thieves' Guild"). It was/will be fixed?
    Last edited by Xmodule999; 18th Dec 2013 at 03:16.

  4. #679
    Member
    Registered: May 2005
    I prefer PNGs as well even if they are downscaled. DDS shows shining noises which noises changes with every movement, especially on distant surfaces, and it's confusing.


  5. #680
    Member
    Registered: Apr 2013
    PNG 24-bit probably the best.

  6. #681
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by Xmodule999 View Post
    I have often crashes when playing this mod, but with original TFix textures I can play without any crashes (except in mission "Thieves' Guild"). It was/will be fixed?
    @ Xmodule999

    did you test it with TGHDMOD-0.9.0 - beta version? And if you have used the v.0.8.6 before - did you read this note?

    INSTALL NOTE v0.8.6: For all those who have installed v0.8.6:
    =============================================================
    DELETE THE HDMOD FOLDER from your thief gold main directory and copy the new HDMOD folder from archive version 0.9.0!



    ---

    Thx @ Sensut
    Last edited by Gecko; 18th Dec 2013 at 03:32.

  7. #682
    Member
    Registered: Apr 2013
    Why only 533 MB for this pack? Previous archive size was ~2,2 GB.

  8. #683
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by Xmodule999 View Post
    Why only 533 MB for this pack? Previous archive size was ~2,2 GB.
    Changelog:

    v0.9.0:

    - conversion of all textures from .PNG to DDS/DXT1 format (HD textures lose over 50 % of the filesize)



    We are testing version 0.9.0 beta here at the moment! not 0.8.6. What have you installed now?

  9. #684
    Member
    Registered: Apr 2013
    Quote Originally Posted by Gecko View Post
    We are testing version 0.9.0 beta here at the moment! not 0.8.6. What have you installed now?
    v0.6.8 + this patch. I hope that in next day would be a version 0.9.0 or higher, but without "beta".
    Last edited by Xmodule999; 18th Dec 2013 at 04:02.

  10. #685
    Member
    Registered: Nov 2004
    Location: Germany
    v0.8.6. That's what I thought! If you want to help... please read this post again and test it now with 0.9.0. (the game should now crash no longer!)

  11. #686
    Member
    Registered: Apr 2013
    I can't download from this link from Mediafire. I managed to download large files by pausing little after 100 MB, then by continue this download. This is possible in e.g. Google Drive (from here I downloaded it). Currently (generally) I can't looking eventual texture bugs in this new package because of problem with download (because of page). Only in package that I previous downloaded it. So, I can't play game without crashes.

    EDIT: Escaping from level 07 with these textures seems as... so sweet! http://www.youtube.com/watch?v=wZraUkvkIfQ

  12. #687
    Member
    Registered: Nov 2004
    Location: Germany
    no problem @ Xmodule999

    Okay! iīve tested many PNG compression tools and PNGoo v0.1.1 is the winner! Best quality here to convert 8-bit PNG files!



    I think thatīs the solution now.

    DDS / DXT makes too many disruptive effects in-game! Maybe only when using HD textures...!
    Last edited by Gecko; 18th Dec 2013 at 05:09.

  13. #688
    Member
    Registered: Mar 2001
    Location: Ireland
    Quote Originally Posted by Psychomorph View Post
    I noticed that with the new textures, there is this grain and noise that I see at the distance when I move or look around (not when having the view still).
    That implies that the mipmaps are wrong, or are not used at all. Gecko should try saving the textures with mipmaps to see if it improves this.

    Mipmaps are smaller versions of the texture used when it is far away and the surface with the texture takes up less screen space than the full-sized image.

  14. #689
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by Nameless Voice View Post
    That implies that the mipmaps are wrong, or are not used at all. Gecko should try saving the textures with mipmaps to see if it improves this.

    Mipmaps are smaller versions of the texture used when it is far away and the surface with the texture takes up less screen space than the full-sized image.
    I will test it! thank you.


    EDIT: okay, test done!

    Attention! Itīs a little bit better after adding the mipmaps to the DDS files! But itīs changing not much...

    BUT!! When you enable "multisampletype 4" (anti-aliasing) in your "cam_ext.cfg" file itīs MUCH better ... believe me!

    @ Sensut + Psychomorph

    Please try it again and set "multisampletype" minimal to 4 or higher... (8 or 16)!

    4 is quite enough!

    Tell us how it looks after using anti-aliasing! THX
    Last edited by Gecko; 18th Dec 2013 at 06:56.

  15. #690
    Member
    Registered: Apr 2013
    Last edited by Xmodule999; 18th Dec 2013 at 08:44.

  16. #691
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    The only textures I use in 24-bit are skies, water and lava. Yes, these should be 24-bit, but again, a wall, a stone, a brick in PNG 8-bit is the way to go. Over with this.

  17. #692
    Zombified
    Registered: Sep 2004
    Quote Originally Posted by Gecko View Post
    Attention! Itīs a little bit better after adding the mipmaps to the DDS files!
    I don't think Dark is capable of generating mipmaps, so always generate them manually, and include them. their quality can be tweaked when you generate them, so they will look better. also, as already mentioned, DXT is not lossless, so keep the original textures backed up somewhere just in case.

  18. #693
    New Member
    Registered: Dec 2010
    Quote Originally Posted by voodoo47 View Post
    I don't think Dark is capable of generating mipmaps, so always generate them manually, and include them.
    I don't think engine must be capable of generating mipmaps: in modern hardware they must be generated on the fly just in texture memory if they not provided.
    But still, loading compressed textures to video memory without mipmaps may be bad idea just because they compressed and videocard tries to generate mipmaps by itself from something lossy source...
    So, pregenerating and saving mipmaps in dxt could be solution for that grain and noise...
    Or someone should just enable anisotropic filtering to value about 8x

    P.S. Gecko, thank you very much for all your work! It's really amazing!

    //sorry for my english

  19. #694
    Member
    Registered: May 2005
    Quote Originally Posted by Gecko View Post

    @ Sensut + Psychomorph

    Please try it again and set "multisampletype" minimal to 4 or higher... (8 or 16)!

    4 is quite enough!

    Tell us how it looks after using anti-aliasing! THX
    I had 8 there, now I tried with 4 but I see no difference at the same location. I have nVidia GTX460 1GB card, if that counts.

  20. #695
    Member
    Registered: Jan 2011
    Location: Europe
    Quote Originally Posted by Gecko View Post
    I will test it! thank you.
    @ Sensut + Psychomorph

    Please try it again and set "multisampletype" minimal to 4 or higher... (8 or 16)!

    4 is quite enough!

    Tell us how it looks after using anti-aliasing! THX
    Multisampletype 16, 4, or off has all the same grain, unfortunately.

    Have GeForce GTX 680, 1440p, 59Hz

  21. #696
    Member
    Registered: Apr 2013
    This time not about what is "blue", but in Cragscleft there are buttons in other frames: http://www.youtube.com/watch?v=x49BN4ZF97U

  22. #697
    Quote Originally Posted by Xmodule999 View Post
    This time not about what is "blue", but in Cragscleft there are buttons in other frames: http://www.youtube.com/watch?v=x49BN4ZF97U
    Isn't the number of buttons to do with difficulty level?

  23. #698
    Member
    Registered: Apr 2013
    Quote Originally Posted by TriangleTooth View Post
    Isn't the number of buttons to do with difficulty level?
    At the down level all buttons are in one texture color (dark metal color), but in other (upper levels) are two brush colors (dark metal and bright metal). that is not the same - visually this is different.

    EDIT: I losing my energy (gradually) for looking eventual texture bugs .

  24. #699
    Member
    Registered: May 2012
    Location: France
    Hey there .o/

    I thought someone would have reported it already since it's in one of the first missions, but it seems not, or maybe I missed it...
    However, there's a problem in Lord Bafford's basement when I have both the TGHDMOD (version 0.9.0 beta, but I also saw it with 0.8.6 I think) and EP2.
    Since the problem is not present when I delete the HDMOD folder, I'm guessing it's not because of EP2.

  25. #700
    Zombified
    Registered: Sep 2004
    either describe the problem or mark it on the picture. most of us don't have the time to inspect the pictures pixel by pixel.

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