What's with the solid red hammers?
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hm okay my .crf files are in the "crfs" folder....than copy the files from this folder in your "res" folder. But make a backup first! i donīt know if that works....
Last edited by Gecko; 18th May 2011 at 13:51.
What's with the solid red hammers?
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I think the question is what that solid red hammer imprinted into metal is supposed to replace? I can't think of a single texture in the original game that looks even remotely like that?
Is it for the smelting moulds?
It's for an "Inverted Hammer" sign on some doors in the Hammerite temple I suppose...
But those are decals, they don't have rusted backgrounds?
I have forgotten to integrate the "ntexdds.crf" folder to the archive
and u have to set the correct path "resname_base .\NTEXdds+.\res" in the "install.cfg"!! my path for example is like this: resname_base .\EP\Thief1+.\EP+.\NTEXdds+.\res
NOW it should work!!
Sorry again...
Last edited by Gecko; 31st Mar 2012 at 04:28.
The screens look amazing! I cannot wait to play the finished product!! Great work Gecko! My only question is, what's the difference between this gold texture patch and the Enhancement Pack in the making, a few threads above?
Artistic direction.
Gecko's pack aims to replace the textures in Thief with high-resolution replacements, often very different from the originals that they replace. It is a complete re-imaging of the game.
The EP aims to reproduce the original textures in high resolution, while keeping as close to the original design as possible. The texture should look "the same, but better".
Sweet, I see. Well, I'm looking forward to both. I need a reason to replay Thief again! You guys are doing a fantastic job as far as I can see, please PLEASE keep it up!
Just wanted to say thanks for doing this texture pack, going to give it a go today as i have not played thief gold for ages.
Thanks again.
Looking very good Gecko, I have only one critique.
The street cobble texture tiles poorly, you can overly see where the texture repeats. Speak to Melan about using one he created, have a look in return to the city version 2 to see what it looks like.
Pretty pimpin'. Yeah, bikerdude's right ;-)
Any news?
BTW link no more working!
Thanks!
THX clearing
update coming soon!
Some of the updated textures, like for example, the floor & ceiling don't compliment each other.
Downloading now thanks to Gecko for the work and thanks for the mirror.
I can't get this working, the ntexdds.crf file is missing from the mirror and the original page is down, anyone happen to have this? Gotten most FMs working I think ^^ Got myself a new print of "Thief: The Complete Collection" from Mastertronic and seems to work just like most other versions, got the EP floor working at least and 1920x1080 resolution DDfix.dll etc but missing this mod
I think the crf file is all that is needed.
New screenshots of "The Haunted Cathedral"
You have to wait a bit to see the screens in full resolution because the pics are very big...
Last edited by Gecko; 31st Mar 2012 at 04:31.
Those screens l,ook bloody Awesome gecko, the 1st one is very DrK like. But I would say the last screen, while its looks good with the dirty textures the tiling scale on some of the surfaces need to be increased (so the tiling is less evident.)
Otherwise keep up the impressive work, at this rate playing TG will be like playing a new game! Can I also ask if you are updating all the textures for the Ai & all other objects in the game as well..?
I was gonna say it'd be nice to see some screenshots, and then there they are!
May I suggest though, that some screenshots are posted on the first post of the thread for easy viewing?
Pretty nice textures Gecko, though for me they feel a little.. I don't know, like they don't gel too well together. The contrast between each texture feels a bit much. Hard to describe, I'm not sure I explained that really well, sorry. Also don't take that the wrong way, just trying to give constructive criticism.
I really like the mossy floor texture, however I noticed in screen3 most specifically that the moss is noticeably repeated when tiled. Perhaps you could go back and tweak the moss on the texture a bit so it doesn't look as repeated when tiled? (Does anyone else see what I mean by that?)