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Thread: Thief Gold HD Texture Mod

  1. #1176
    Zombified
    Registered: Sep 2004
    you can simply type dbmod_load into Dromed's command window and point it to the dml. the changes will get applied, and then you just save the map or gamesys and it's done. the dmls are pretty well documented so you should have no trouble checking what does what and whether you want the change or not (generally you want them). also, every concrete AI that uses the M-Sleeping Servant metaprop needs to be set up to go aggressive when attacked, will pull the details tomorrow. //ok, you need to add act/react receptrons weaponstim min intensity 0 no max with the effect of removing metaproperty, target obj is me, agent obj is M-AlertCapZero (-3371) on every combat AI (guards, hammers) that starts friendly to the player, but can turn unfriendly if the player performs a hostile action. you could potentially set this on the archetype (-14), but that might have unpredictable side effects. setting this up on the concretes is safer.

    the reason for this is that there will always be some people dumb enough to run hdmod without patching up properly first, and for their sake you'll probably want to incorporate at least the most critical gamesys fixes (these simply were not fixed up properly in the fixed gamesys which you have used as base for hdmod);

    Code:
    DML1
    
    // while pseudo-dead, allow efficiency mode to be set even zombie is in combat mode or rendered (required for resurrection to work)
    ObjProp -1806 AI_Efficiency
    {
    	"Flags" Allow Effic. While Visible, Allow Effic. While Combat
    }
    // make sure head tracking is disabled on pseudo-dead zombies
    +ObjProp -1806 "CretHTrack" = 1
    
    // add static light pos to sliding doors to avoid the object lighting flickering when they open/close
    // keeper door -3345 slidy_door -1262
    +ObjProp -1262 "DoorStaticLight" = 1
    //temporary fix for the sleeping AIs getting stuck on beds (restores the orig behaviour until a better solution is found)
    -ObjProp -178 "AI_ObjPathable"
    //temp fix for the player visibility control
    -ObjProp -2099 "AI_VisCtrl"
    //temp fix for the pseudo cameras
    ObjProp -3363 "AI_VisDesc"
    {
    	"Cone 1: Flags" Active, No alert 0, No alert 1, Night vision
    	"Cone 1: Angle" 170
    	"Cone 1: Z angle" 170
    	"Cone 1: Range" 5
    	"Cone 1: Acuity" 1500
    	"Cone 2: Flags" Active, No alert 2, No alert 3, Night vision
    	"Cone 2: Angle" 50
    	"Cone 2: Z angle" 100
    	"Cone 2: Range" 5
    	"Cone 2: Acuity" 1500
    	"Cone 3: Flags" Active, No alert 2, No alert 3
    	"Cone 3: Angle" 170
    	"Cone 3: Z angle" 170
    	"Cone 3: Range" 5
    	"Cone 3: Acuity" 1500
    	"Cone 4: Flags" Active
    	"Cone 4: Angle" 60
    	"Cone 4: Z angle" 90
    	"Cone 4: Range" 10
    	"Cone 4: Acuity" 200
    	"Cone 5: Flags" Active, No alert 0, No alert 1, Omni
    	"Cone 5: Angle" 320
    	"Cone 5: Z angle" 90
    	"Cone 5: Range" 6
    	"Cone 5: Acuity" 70
    	"Cone 6: Flags" Active
    	"Cone 6: Angle" 120
    	"Cone 6: Z angle" 90
    	"Cone 6: Range" 22
    	"Cone 6: Acuity" 120
    	"Cone 7: Flags" Active
    	"Cone 7: Angle" 150
    	"Cone 7: Z angle" 70
    	"Cone 7: Range" 35
    	"Cone 7: Acuity" 80
    	"Cone 8: Flags" Active, Peripheral
    	"Cone 8: Angle" 230
    	"Cone 8: Z angle" 70
    	"Cone 8: Range" 60
    	"Cone 8: Acuity" 60
    	"Cone 9: Flags" Active, Peripheral
    	"Cone 9: Angle" 230
    	"Cone 9: Z angle" 110
    	"Cone 9: Range" 80
    	"Cone 9: Acuity" 40
    	"Cone 10: Flags" None
    	"Cone 10: Angle" 0
    	"Cone 10: Z angle" 0
    	"Cone 10: Range" 0
    	"Cone 10: Acuity" 0
    }
    //temp fix for the tray causing Ramirez to go alert as soon as Joe drops it
    -ObjProp -1710 "PhysType"
    //make sure any spawned fire elementals will have proper firing delay
    Link -1338 -1339 "AIProjectile"
    {
    	"Firing Delay" 1.75
    }
    the rest are considered tweaks, and are not all that important.
    Last edited by voodoo47; 21st Feb 2015 at 16:23.

  2. #1177
    Member
    Registered: Nov 2004
    Location: Germany
    Thank you voodoo! That helps me a lot.

  3. #1178
    New Member
    Registered: Oct 2012
    Hello Gecko, how did you make all those mtl files for each texture? Did you do that manually for each one or is it possible to automate it? So many textures in this game...

    Respekt für deinen riesigen Texturmod!

  4. #1179
    Member
    Registered: Nov 2004
    Location: Germany
    Hi Horst,

    yes, i did all the .mtl files manually. I don't know any auto function for this.

    Danke


    edit:

    @ voodoo

    It is not required to include the DML files to the HD mod pack...after adding all with the "dbmod_load" command right?
    Last edited by Gecko; 24th Feb 2015 at 09:54.

  5. #1180
    Zombified
    Registered: Sep 2004
    yeah, as soon as the dmls are applied, they won't be required anymore - that's the idea (I'd like to clean them up a bit).

  6. #1181
    Member
    Registered: May 2004
    Location: Germany
    Haha Gecko, did you put yourself on one of the new ingame portrait textures? And even your girlfriend / sister??

    It's just a guess, but if I'm right with that I have to say you both are really beautiful persons

  7. #1182
    Member
    Registered: Dec 2010
    Location: Margaritaville


    Anyone else ever see this pop up in random FMs after the HD Mod?


    Sorry if it was addressed already.

  8. #1183
    Zombified
    Registered: Sep 2004
    missing cfg vars. TFix should fix this globally.

  9. #1184
    Member
    Registered: Dec 2010
    Location: Margaritaville
    Quote Originally Posted by voodoo47 View Post
    missing cfg vars. TFix should fix this globally.

    OK, I'll give it a try. I already installed Tfix when I did a fresh install of the game. Is there anything else I need to do with the other files in the game before/after reinstalling Tfix?

    By the way, thanks for the help.

  10. #1185
    Zombified
    Registered: Sep 2004
    weird, as long as you have
    Code:
    ObjTextures16
    MeshTextures16
    in any cfg (TFix has them in cam_ext.cfg), white obj textures should be fixed. maybe you are running some old version? anyway, you shouldn't need anything else once you use TFix (kind of the point).

  11. #1186
    Member
    Registered: Dec 2010
    Location: Margaritaville
    Would those be found in the HDMOD folder?

    There is a separate folder in the mesh folder called Txt16 which has about 6 images.

    The object folder has no files with that name. If the HDMOD folder is the right one, (or if it isn't), where would I get the files themselves?

  12. #1187
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    In your Thief main folder there must be a file called dark.cfg. Open it with notepad and look for:

    ObjTextures16
    MeshTextures16

    if those two lines are not in the file, then add them and save the file.

    If you already have those lines then I can't help you.

  13. #1188
    Member
    Registered: Dec 2010
    Location: Margaritaville
    Only one of the lines was missing, but still looks like it worked.

    Thanks

  14. #1189
    Zombified
    Registered: Sep 2004
    I think hdmod overwrites the default TFix cam_ext.cfg, if that's the case, then those two lines need to be included in hdmod's cam_ext.cfg as well for things to work properly.

  15. #1190
    Member
    Registered: Nov 2004
    Location: Germany
    Why should this 2 lines exist also in the cam_ext.cfg if they are already in the dark.cfg (and the HD mod includes the dark.cfg file!)? This makes no sense for me. But i didn't know that these lines can be written also in the cam_ext.cfg...

    Quote Originally Posted by WretchedIntruder View Post


    Anyone else ever see this pop up in random FMs after the HD Mod?


    Sorry if it was addressed already.
    Is this a Fan Mission?

  16. #1191
    Zombified
    Registered: Sep 2004
    because some FMs come with their own dark.cfg, which will override the one that comes with hdmod. having the lines in cam_ext.cfg solves the problem permanently.

  17. #1192
    Member
    Registered: May 2004
    Location: Germany
    Found an error at: The Haunted Cathedral

    At the Keepers library the metal doors still use the old 8bit textures which is really immersion breaking. Can this be adressed with the next patch or is there still a proper texture to find / missing?

  18. #1193
    New Member
    Registered: Mar 2015
    I have a little problem, Constantine's Sword doesn't have a texture. I'm using the Steam version with TGTool and the Thief Gold HD Texture Mod.




    Edit: Nevermind, I fixed it myself. TFix did the trick. If someone's wondering, I installed it like this on a clean Steam version: TFix, TGTool, Thief Gold HD Mod, Thief Enhancement Pack. Everything works perfectly now, including the sword and surround sound. Godly atmosphere! This mod is incredible, thanks Gecko!!
    Last edited by MrNice; 30th Mar 2015 at 23:22. Reason: Fixed it myself.

  19. #1194
    Zombified
    Registered: Sep 2004
    skip TGtool.

  20. #1195
    Member
    Registered: Apr 2013
    Video with texture bugs, not all of those was fixed - https://www.youtube.com/watch?v=c1ElZYUtafY

  21. #1196
    Zombified
    Registered: Sep 2004
    I'm going to say it again - while these are indeed, real issues, you need to provide a way for us to know WHERE these can be found (and by that, I don't mean a "here" arrow on the video). either a quicksave, or player location coordinates (show player location can be enabled for NewDark, if memory serves).

    flying around the level in Dromed hoping to find the correct location by luck is NO fun.


    also, as I think the language barrier might be the problem here, it'd be nice if another TTLGer who can speak polish could thoroughly explain to him that he needs to do.

  22. #1197
    Member
    Registered: Apr 2013
    About only this video - yes, please run from place to place, to find buggy textures. In buggy hierarchy TFix is, for some reason, over than HD MOD.

  23. #1198
    Zombified
    Registered: Sep 2004
    the thing is, running around like a headless chicken takes time, a LOT of it - and that time could be spent fixing the actual bugs.

    again, you have a good eye when it comes to finding bugs - but you need to learn to submit them properly, videos, screenshots, text descriptions are all ok so it doesn't matter which one you prefer, but a save that can be loaded in Dromed to jump to the proper place instantly is ABSOLUTELY vital. without that save, bugfixing can turn into suffering real fast. for example, it took me about 15 minutes to find this place just to fix that texture in one click. with a save, I could do it in 15 seconds. that means in the time I've spent fixing ONE bug from your report, I could have fixed about 50 bugs that have been reported properly.

    to make it short and simple: for every bug you submit, you also need to submit a save. 1 video = 1 bug = 1 save.

  24. #1199
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    Xmodule999, most of those texture bugs have been fixed. You must be using an obsolete version. Those are Gecko's, aren't they?

  25. #1200
    Member
    Registered: Apr 2013
    Voodoo47 and Gecko, why some elevators in level "Return to the Cathedral" are with turbine, some without turbine? With turbine - for example it 5 meters from talismans, without turbine - for example it in St. Tennor's?

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