http://www.youtube.com/watch?v=Zc3hftTs9bk
A tree texture bug?
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.
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.
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PNG 24-bit probably the best.
@ 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.
Why only 533 MB for this pack? Previous archive size was ~2,2 GB.
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!)
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
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.
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.
About mission 00 and 01:
Original texture: http://www.youtube.com/watch?v=LX6xSo6cB0Y
Blue texture: http://www.youtube.com/watch?v=wgEIKxZcq-g
2blue: http://www.youtube.com/watch?v=QEdAkQq6Eqo
3blue: http://www.youtube.com/watch?v=pH5sVUv-V-g
4blue: http://www.youtube.com/watch?v=xLyt57NKdRY
5blue: http://www.youtube.com/watch?v=R4niFPNfzJo
6blue: http://www.youtube.com/watch?v=xRzKDDhf03M
7blue: http://www.youtube.com/watch?v=TaqxWhJJ4iM
Window: http://www.youtube.com/watch?v=Xhq-NWeKHmg
EDIT: About next release of HD Textures - would be possible to download from Google Drive?
Last edited by Xmodule999; 18th Dec 2013 at 08:44.
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.
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.
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
This time not about what is "blue", but in Cragscleft there are buttons in other frames: http://www.youtube.com/watch?v=x49BN4ZF97U
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.
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.
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.