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Thread: Thief Gold HD Texture Mod

  1. #176
    New Member
    Registered: Sep 2012
    Quote Originally Posted by AluminumHaste View Post
    For sure, DDS is still the way to go and according to the release notes for this patch, you can just use straight DDS textures like you said.
    Excuse my newbishness but how would I use the already released texturepacks with the new Dark engine patch? I understand all that ddif thingy is no longer needed and I can just use the files naked, but uhm.. how?

  2. #177
    I guess you could use res/texturepackname then just have dds textures in there instead of pcx.

  3. #178
    Member
    Registered: Nov 2004
    Location: Germany
    The new Patch 1.19 works only with the following texture scale: 512x512, 1024x1014, 2048x2048, 4096x4096 or a combination of it...

    This is very sad because 90 % of my textures have another scale! I don´t understand this because on ddfix dds files work with every scale! This means much work if i want to use my HD textures with patch 1.19! this is really annoying...

  4. #179
    Yes DDS does support "non power of 2" texture sizes, but the optimizations built into graphics cards for DDS textures would be nullified if you use a nonp2 texture.

  5. #180
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Am I correct in guessing that what Gecko's trying to say is that he's been using non-power-of-two texture dimensions?

    OMFG.

  6. #181
    Member
    Registered: Nov 2004
    Location: Germany
    For example the file "b07.dds" has a scale of 1900 x 1900. Patch 1.19 can´t read it!

    @ ZylonBane

    Your comments do not help!

  7. #182
    Member
    Registered: Aug 2006
    Location: Deutschland
    That's not overly far away from 2048˛, is it?

  8. #183
    Member
    Registered: Nov 2004
    Location: Germany
    I know will change that...
    Last edited by Gecko; 1st Oct 2012 at 17:05.

  9. #184
    Zombified
    Registered: Sep 2004
    well, all you (or anyone who maintains any sort of texture or fixer pack) can do is suck it up and convert everything so it will load with NewDark properly. trust me, once you get used to the new system, you won't be missing the clunky overrides at all. there is a price to be paid in the form of the learning curve, but hey, nobody ever said everything is easy in this world.

    it's not like anyone will be using ddfix in the future. in fact, I doubt anyone is using it right now.
    Last edited by voodoo47; 1st Oct 2012 at 03:28.

  10. #185
    Administrator
    Registered: Oct 2000
    Location: Athens of the North
    Quote Originally Posted by ZylonBane View Post
    Am I correct in guessing that what Gecko's trying to say is that he's been using non-power-of-two texture dimensions?
    We've all made mistakes that would not have occurred in hindsight - and although it might seem obvious that p2 textures should have been the way to go from the start it's something that could (and clearly was) missed. I'd encourage Gecko to stick with it and convert the textures to the necessary size even if it's a bit more pain in the short term.

  11. #186
    Member
    Registered: Nov 2004
    Location: Germany
    I'm looking forward and will quick change the texture scale! No problem

  12. #187
    Member
    Registered: Nov 2004
    Location: Germany
    First comparison between v1.18 and v1.19!

    v1.18

    v1.19 Patch

    v1.18 with my best DDFIX config

    I think with DDFIX it´s a bit sharper!

    Now i have a question! Is it possible that i create a config for v1.19 with a similar effect like this?

  13. #188
    bikerdude
    Guest
    Quote Originally Posted by Gecko View Post
    First comparison between v1.18 and v1.19!, I think with DDFIX it´s a bit sharper!

    Now i have a question! Is it possible that i create a config for v1.19 with a similar effect like this?
    Im guessing your using bloom in the DDFix image?

  14. #189
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    If you're shoving lower-res textures through the NewDark renderer, and/or the FSAA is more aggressive than in DDFix, then of course it's going to look less sharp.

  15. #190
    Zombified
    Registered: Sep 2004
    Quote Originally Posted by bikerdude View Post
    Im guessing your using bloom in the DDFix image?
    look for the bloom/hdr options in cam_ext.cfg (haven't really touched them yet, so no idea idea how to tweak them to achieve the levels on that ddfix picture).

  16. #191
    bikerdude
    Guest
    If you're shoving lower-res textures through the NewDark renderer, and/or the FSAA is more aggressive than in DDFix, then of course it's going to look less sharp.
    Firstly those are the HD textures from Gecko's pack, so hardly 'lower res'. As Gecko has the skills to create a texture pack I'm sure he made an effort to keep all relevant settings between each of his screen-shots similar to get a reasonable comparison. So any idea why the ddfix image is sharper or are we just going have another 'guess'

  17. #192
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by bikerdude View Post
    Firstly those are the HD textures from Gecko's pack, so hardly 'lower res'.
    Do try to keep up with this thread, particularly the part about how he's apparently been creating non-power-of-two textures, which means he's had to rescale them to work with NewDark-- either down, which will lose detail, or up, which can induce blur. And if that's not the cause of the NewDark renders looking less sharp, then, as I already said, it's probably down to a difference in renderer filter settings.

  18. #193
    bikerdude
    Guest
    Quote Originally Posted by ZylonBane View Post
    he's apparently been creating non-power-of-two textures, which means he's had to rescale them to work with NewDark-- either down, which will lose detail, or up, which can induce blur. And if that's not the cause of the NewDark renders looking less sharp, then, as I already said, it's probably down to a difference in renderer filter settings.
    Ah much better, factual and constructive.

    @Gecko, I see you have used a bunch of Darkmod textures, as the 1.19 patch supports. DDS and .TGA (and apologiesd if this has already been said) but you wont need to re-due any of those textures as they will already be po2 etc.

  19. #194
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by bikerdude View Post
    Ah much better, factual and constructive.
    All I did in that last post was repeat things that had already been stated for certain people who hadn't been following the thread.

  20. #195
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by ZylonBane View Post
    Do try to keep up with this thread, particularly the part about how he's apparently been creating non-power-of-two textures, which means he's had to rescale them to work with NewDark-- either down, which will lose detail, or up, which can induce blur. And if that's not the cause of the NewDark renders looking less sharp, then, as I already said, it's probably down to a difference in renderer filter settings.
    The textures don´t lose quality because i use the original resolution. For example from 3000 x 1500 to 2048 x 1024. Because i´ve used a lower resolution for v 1.18...
    I think also that´s the filter setting!

    Quote Originally Posted by bikerdude View Post
    Ah much better, factual and constructive.

    @Gecko, I see you have used a bunch of Darkmod textures, as the 1.19 patch supports. DDS and .TGA (and apologiesd if this has already been said) but you wont need to re-due any of those textures as they will already be po2 etc.
    I can only repeat it
    This textures are from cgtextures.com and edited by myself in photoshop!
    I don't know if they are also used for the darkmod. And if it is so, it is random.
    But this site is really great! I can only recommend it.
    Last edited by Gecko; 3rd Oct 2012 at 04:17.

  21. #196
    bikerdude
    Guest
    Quote Originally Posted by ZylonBane View Post
    All I did in that last post was repeat things that had already been stated for certain people who hadn't been following the thread.
    Ah ok, fair enough.

    Quote Originally Posted by Gecko View Post
    This textures are from cgtextures.com and edited by myself in photoshop! I don't know if they are also used for the darkmod. And if it is so, it is random.
    But this site is really great! I can only recommend it.
    Well you have a few options -

    All of out textures in the Darkmod are in .TGA which you can easily convert etc. But if you use the 1.19 patch you can just use them as they are, but also you can make use of our .DDS textures.

  22. #197
    Member
    Registered: Nov 2004
    Location: Germany
    thx @ bikedude! i will check the darkmod textures


    First test with HD leaves on patch 1.19!




  23. #198
    Albert
    Guest
    That's pretty good.

  24. #199
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinque Ecclesiae HU
    Doesn't look bad, but the leaves are a bit too light and I imagined Thief's trees to be denser, with more branches.

    WRT CGTextures, it is definitely my favourite texture site. I wonder, though, where did you get the rest of your textures? Did you create them yourself? Or find them somewhere else? Some of the decorative stuff is to die for. When this gets released, I will seriously have to consider a HD texture version of Disorientation.

  25. #200
    Member
    Registered: Nov 2004
    Location: Germany
    Yes. The rest of the textures are created by myself.

    And new leaves





    ---


    Last edited by Gecko; 4th Oct 2012 at 10:45.

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