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Thread: Thief Gold HD Texture Mod

  1. #201
    Member
    Registered: Nov 2004
    Location: Germany

  2. #202
    New Member
    Registered: Aug 2007
    With the 1.9 patch and this mod due for release, I'm really excited about my next play of Thief!

    On a tangent; with 1.9 out, is there a need for ddfix anymore, or does that provide functions that 1.9 doesn't? (and is it compatible with 1.9?)

    P.

  3. #203
    Zombified
    Registered: Sep 2004
    ddfix is not required, or compatible.

  4. #204
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    I can see the tiling in that grassy or mossy texture on the ground.

    Those trees look fantastic though!

    Also, that stone walkway... I don't know about in that picture since there isn't an AI standing next to it, but in a previous picture showing off bafford's manor, the stones seemed too big. They were like larger than the AI's foot on the ground it seemed like. I think maybe if you scaled that texture down or found a different one to fit the scene that would be good. Just my two cents.

  5. #205
    Member
    Registered: Nov 2004
    Location: Germany
    @ sNeaksieGarrett

    I will change that

    ---

    32bit X2 Lightmaps:




  6. #206
    bikerdude
    Guest
    Looking good there Gecko, but another thing that comes to mind and I dont know if this can be done in the 1.19 is decals? that door way in the 1st pic looks a bit too clean. We use them in TDM to give that dirty up look to things, so If you cant do that in 1.19 then you could ad the dirt decal to the original texture.

  7. #207
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Quote Originally Posted by bikerdude View Post
    Looking good there Gecko, but another thing that comes to mind and I dont know if this can be done in the 1.19 is decals? that door way in the 1st pic looks a bit too clean. We use them in TDM to give that dirty up look to things, so If you cant do that in 1.19 then you could ad the dirt decal to the original texture.
    I think that may be one purpose behind the new link (from modders_notes):

    New Link: "DetailAttachement"
    -----------------------------

    This link type can be used to attach non-physical objects, aka detail objects, to other objects. It more or less
    works just like "ParticleAttachement" links but also allows specifying an offset transform and attaching to
    sub-objects (like for example a door handle). Just like particle attachments, archetypes may contain detail
    attachments. When creating a concrete from such an archetype, the attached objects will automatically be created
    and linked too, and when the object is deleted the attached objects are deleted along with it.

    The command "dattach_link" can be used to create or update a DetailAttachement link between two (concrete) objects.
    The relative pos/rot of the created/updated link is automatically calculated so that that the current world
    location of the detail object remains unchanged. That allows visually placing and aligning a detail object where
    you want it, and then create the link with the correct vals.

    There's a special type "Transparent Decal" that attaches to an object like the "Object" type, but it's a special
    purpose link type that can be used to attach transparent decal objects to a transparent object. For example if you
    have a blood decal that uses full alpha that you want to place onto a window object, it will most likely cause
    alpha sorting problems (it will be on top of the window from certain view positions and below from others). This
    can be solved by detail attaching the decal to the window with the "Transparent Decal" type. In order for this
    link type to work the decal object must have "Has Refs" set to FALSE/unchecked. Using the "dattach_link" command
    it will automatically add the "Has Refs" property with the correct value.

    The "Transparent Decal" link type makes use of two additional params "decal plane norm" and "decal plane dist",
    which define the plane (in object space) onto which the decal is placed. For example for the top surface of a
    cube shaped object with dimension 2, the normal would be [0 0 1] and the plane dist 1, the bottom surface would
    be [0 0 -1] and dist 1. When the transparent object is rendered it can then determine if it's behind or in front
    of that plane to know if the decal should be rendered in front of behind. For box/OBB shaped objects like windows
    and doors, you can usually avoid dealing with the plane parameters if you use the "dattach_link" command, it will
    try to automatically determine the plane.

  8. #208
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    Sweet!

  9. #209
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Sweet, but only works for flat objects.The door in the above screenshot appears to be one from the Enhancement Pack that adds modeled detail. Dark doesn't support projecting decals onto 3D surfaces like newer engines do.
    Last edited by ZylonBane; 6th Oct 2012 at 12:17.

  10. #210
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinque Ecclesiae HU
    You can go around that by using non-solid objects as decals, like the cell block numbers and inverted hammer signs from Thief. With the expanded capabilities of NDark, you could have a lot more of these in a map.

  11. #211
    Albert
    Guest
    That's looking pretty good.

    I just thought about this though: has there been any thought on how updated versions of the OMs will be distributed for non-dromed types? Updated as in lighting being rebaked into 32-bit or 32-2x?

    I must have looked over that discussion.

  12. #212
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by Melan View Post
    You can go around that by using non-solid objects as decals
    Uhm, go around what?

  13. #213
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinque Ecclesiae HU
    The lack of a built-in decal capability in the engine.

  14. #214
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Err, yes, okay... but that doesn't help with the shortcoming that I pointed out, that using object decals in Dark only works on flat surfaces. And everybody already knows Dark can do that-- SS2 uses hundreds of them. What more advanced engines can do is project decal textures onto arbitrary 3D geometry. We're out of luck for that approach.

  15. #215
    bikerdude
    Guest

    baked shadows:

    Ok, another question then -

    With the new rendering speed maps can be baked at, would it now be possible to factor in ambient occlusion or a equivalent..?

  16. #216
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by bikerdude View Post
    With the new rendering speed maps can be baked at, would it now be possible to factor in ambient occlusion or a equivalent..?
    Of course it's possible. Why wouldn't it be possible? It's just math. (and it's called "lighting", not "baking") However, that would require the mystery devs to pretty much rewrite Dark's lighting engine from scratch.

    Anyway, ambient occlusion is a realtime hack. What we'd really want is radiosity lighting.

  17. #217
    Albert
    Guest
    baking has been used before on a few places I've frequented, when it comes to lightmaps.

    Of course, you can misconstrued that into a cheap joke, or even worse, call me out for realizing that.

  18. #218
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinque Ecclesiae HU
    Quote Originally Posted by ZylonBane View Post
    Err, yes, okay... but that doesn't help with the shortcoming that I pointed out, that using object decals in Dark only works on flat surfaces.
    Ah, yeah, that's correct. I misinterpreted your post, sorry.

  19. #219
    Member
    Registered: Nov 2004
    Location: Germany
    New climbing plant



    Last edited by Gecko; 8th Oct 2012 at 08:54.

  20. #220
    Member
    Registered: Nov 2004
    Location: Germany
    Zombie Skin:




  21. #221

  22. #222
    bikerdude
    Guest
    @ Gecko, awesome looking shots!

    Quote Originally Posted by ZylonBane View Post
    Anyway, ambient occlusion is a realtime hack. What we'd really want is radiosity lighting.
    Or both

  23. #223
    Member
    Registered: Feb 2004
    Location: The City
    Absolutely stunning

    do you have an estimate release date?

  24. #224
    Classical Master 2008
    Registered: Jun 2002
    Location: Civitas Quinque Ecclesiae HU
    That's something.

    If I had both this and Dishonored in my hands right now, it wouldn't be an easy choice between them.

  25. #225
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by Garrett View Post
    Absolutely stunning

    do you have an estimate release date?
    I hope i can release the mod on Summer 2013!

    I know, all want original HD textures ^^ But...there are original textures that make no sence in some areas! For example check min. 5:45 in the video! This should be a very old monastery! A dead deserted place. With zombies and ghosts. The original textures are too bright and too fresh. My new textures make much more sense here. Also a better gaming atmosphere...

    That´s only my opinion =)
    Last edited by Gecko; 9th Oct 2012 at 16:06.

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