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Thread: Vurt's T2 Graphics Overhaul

  1. #1
    Member
    Registered: Jun 2003
    Location: Sweden

    Vurt's T2 Graphics Overhaul



    Thief 2 Graphics Overhaul is a WIP mod for Thief 2. The Features so far are:

    * 41 new models (most notable; new flora)
    * ~150 textures (not counting the included new water/lava textures)
    * New water, lava and red water (40 - 60 frames)


    Please note: this mod is not always faithful to the original textures or models. If you regard the old graphics as a Rembrandt painting that shouldnt be changed the slightest except for quality/resolution, then this mod is not for you. It may also not work well on fan missions since some models are larger.

    The mod is still in a very early alpha stage (~2 weeks of work so far) so there will be bugs and things that arent 100% tweaked. If you want to help you can report bugs and things that are "off" in the thread, for me to both play test and mod is a lot of work..

    Download (v0.2):

    http://darkfate.org/view/details/fil...phics_overhaul

    Media:

    http://piclair.com/data/osoai.jpg
    http://i.imgur.com/puzVH.jpg
    http://piclair.com/data/8kbf5.jpg
    http://piclair.com/data/7m2bx.jpg
    http://i.imgur.com/mwRWo.jpg
    http://piclair.com/data/fh49h.jpg
    http://i.imgur.com/CRLxD.jpg
    http://i.imgur.com/yuaPj.jpg
    http://piclair.com/data/8dlnp.jpg
    http://piclair.com/data/umkqe.jpg
    http://piclair.com/data/m4ml0.jpg
    http://piclair.com/data/ty4vo.jpg

    images below are brightened in Photoshop to show of details.. saturation is sometimes a bit off. Edit: some models below are now outdated.

    http://i.imgur.com/rCLqb.jpg
    http://i.imgur.com/ZKrPp.jpg
    http://i.imgur.com/cIOgw.jpg
    http://i.imgur.com/Y4gip.jpg
    http://i.imgur.com/cwAA1.jpg
    http://i.imgur.com/EB211.jpg
    Last edited by vurt; 22nd Oct 2012 at 15:08.

  2. #2
    Member
    Registered: Aug 2004
    Location: New Jersey, USA
    Very nice work. Gotta say though, I much prefer the darker, drab-looking vegetation. The bright green spikey look you have just changes the mood too much.

  3. #3
    Speak for yourself. Vurt's a heroic level morrowind texture and mesh moder and i'm very happy that thief 1.19 brought him to thief.

  4. #4
    Zombified
    Registered: Sep 2004
    Quote Originally Posted by vurt View Post
    Does anyone know if those really ugly trees in the first mission ((http://i.imgur.com/cwAA1.jpg) are used anywhere else in the game? i have a version that is 2x as big and it works great on the first map, not sure if they will clip through something somehwere else in the game though.
    not a problem, we'll just dml shrink them if necessary. or dml switch the model.
    Quote Originally Posted by Frikkinjerk View Post
    Very nice work.
    this is an understatement (of the year).

  5. #5
    Member
    Registered: Jun 2009
    Location: The Spiraling Sea
    Excellent work, Vurt...Keep going...

    We're on our way...

  6. #6
    Member
    Registered: Aug 2004
    Location: New Jersey, USA
    Quote Originally Posted by SeriousCallersOnly View Post
    Speak for yourself. Vurt's a heroic level morrowind texture and mesh moder and i'm very happy that thief 1.19 brought him to thief.
    Oh, I am speaking for myself. Good work, no doubt, but Thief doesn't need to look like Morrowind. If I wanted to run around in a world full of pixie farts, I'd play Morrowind, but I like the dark, gritty angst-ridden world of Thief, thanks.

  7. #7
    Zombified
    Registered: Sep 2004
    NOT installing mods would be a solution for your problem then.

  8. #8
    Member
    Registered: Nov 2004
    Location: Germany
    Excellent work! I like it

  9. #9
    Member
    Registered: Aug 2004
    Location: New Jersey, USA
    Quote Originally Posted by voodoo47 View Post
    NOT installing mods would be a solution for your problem then.
    Hey, thanks for that tip, Captain Obvious. Didn't realize appreciating someone's work, not finding it fitting, and giving an opinion were all mutually exclusive, but damned if you fellas didn't prove me wrong.

  10. #10
    Member
    Registered: Jan 2009
    Location: Germany
    In comparison to the original models/textures the style is too different in some places, but your great work is a very welcome addition for dromeders. I'm looking forward for further things

  11. #11
    Member
    Registered: Jun 2009
    Location: The Spiraling Sea
    Despite the quality work, I have to say there is some merit to what Fj is saying...Flora should remain dark and unfriendly...subtly emanating apprehension...This is due to The Tricksters influence upon The World, resulting in nature being tainted with a strange, mysterious, aliveness.

    In order to remain true, this is what you must do.

  12. #12
    Member
    Registered: Mar 2009
    I'm going along with Vae and FJ here: It's pretty damn fine work, and I don't deny vurt's skills here, but I wish he'd take a more, ahem, "dark" approach with the fauna, at least. I mean, we're talking about Thief here. And while Thief 2 wasn't nearly as foreboding in theme as the first game IMHO (The focus more on industry rather than nature), there was always this sense of treachery to be found, even beyond the confines of the city.

    But y'know, I'm gonna go a bit out of character here, and say Vurt should continue with the theme, anyhow. The more variations we get on Thief from here on out, the better. It'll be like Minecraft almost.

    Because really, I think that's the good thing about the community: We have so many variations of the whole Thief theme and whatnot. We can attract newcomers to the scene (Those who are wise enough to install the respective patch after getting the game off GOG or Steam, the latter who has actually made notice of it on their Thief 2 game blog, BTW) with all these different HD enhancements.

  13. #13
    Member
    Registered: Jun 2003
    Location: Sweden
    Not sure if you've ever studied the original flora textures if you think they're dark and/or non-colorful I recommend taking a look at for example vindec3, but also the leaves for the trees, they're all neon green. There's a reason for that too, they need to very colorful to have the slightest chance of being visible in this extremely dark game.

    Some of my images has brightness turned up by 70 in Photoshop so they're not always 100% representative, some of the more saturated colors will really "pop" when you do that. But yes my green patch of grass is more saturated than that black-ish plant which many times isnt even visible beacuse it's too dark, which is kind of a waste. Also the game really lacks grass and it happens to be very common in nature, even more so than plants, so that's my main reason for doing it like a patch of green grass (that you will actually see).

    But we'll see, things usually turns out very different in the final mod, i change stuff around all the time and i just started out.

    voodoo47: ah, that's right, i keep forgetting there's .dml's now. I'll do the bigger model then because it looked a lot more natural than that stunted tree.

    Thanks for all the comments!

    Edit:

    Last edited by vurt; 8th Oct 2012 at 06:23. Reason: comparison image. old textures are "dark" you say..?

  14. #14
    Member
    Registered: Apr 2002
    Location: Moscow, Russia
    Looking forward to it!

  15. #15
    Member
    Registered: Nov 2003
    Location: Thief fan since ca. 1999
    Lookin' great, but I do think that with the one comparison shot of that tree from Running Interference that I like the darkness of the original tree better. As far as the detail of the texture goes, it's fantastic. Definitely an improvement over the original.

  16. #16
    New Member
    Registered: Dec 2010
    looks awesome
    how wide are you thinking of taking this?
    i'd like to take part in some 3d work at some point
    i did a big bunch of lowpopy and texturing for hammerite imperium and would love to improve the original models

    maybe we should make a community effort of this?
    like a list of all the models/textures in the game, how bad they need remaking, which have been remade already and who are to do the rest

  17. #17
    Member
    Registered: Jun 2003
    Location: Sweden
    @ sNeaksieGarrett.. again, to show of the detail i've upped the brightness quite a bit.. this is how it looks if you've turned up the gamma somewhat (but not fully).. if you look at the vine texture i posted above you can see how bright it is, but in-game it's almost black, you can barely make out it has some type of greenish color.



    @ Shole. I dont know, i guess i'll work on it for as long as i have any interest. I'm not really a hardcore Thief fan, but its a fun game to retexture and i'm looking forward to replay it (I've actually only finished T2 once, when it just came out).

    You're all welcome to make requests of stuff you'd like to see remodeled or just retextured (you'll have a bigger chance if you provide texture names and a savegame near the the object), though i'm not going to do any human models. I guess i should install that NTEX retexture pack to see which textures already look good enough.

  18. #18
    bikerdude
    Guest
    Nice work Vert, I suggest you chat with Gecko as he is doing something similar to T1.

  19. #19
    Member
    Registered: Mar 2009
    Actually, you are right vurt, your stuff looks good but it also blends in well with the scenery we already have. Still, I think your stuff is well made (And a bit cheery when not obscured in darkness), so the next person to wanna make a daytime FM will most certainly take your work into consideration.
    Last edited by Albert; 8th Oct 2012 at 15:07.

  20. #20
    Member
    Registered: Feb 2008
    Location: http://thief-forum.pl/
    Vurt, thanks people like you I will once again refresh the old good original Thief
    Keep going and pls give us the reguraly updates.

  21. #21
    Member
    Registered: Jul 2003
    Excellent work on the models/textures. I like the changes and see great improvement.

    Those who aren't in love with this are solely basing their opinions on the sample screenshots but not actual gameplay with the replacements.

    vurt, I bet if you show off only screenshots with "dark" vegetation (vegetation not overbrightened by nearby lights) and they'll change their tune. I guess it just all comes down to how you market it.

  22. #22
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by Albert View Post
    Actually, you are right vurt, your stuff looks good but it also blends in well with the scenery we already have.
    Looks good BUT blends in well? So it would look even better if it didn't blend in?

  23. #23
    Member
    Registered: Jun 2003
    Location: Sweden
    New water and stuff: http://i.imgur.com/yuaPj.jpg

    edit: removed the youtube, quality (gamma) looked awful.
    Last edited by vurt; 9th Oct 2012 at 10:19.

  24. #24
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Wow! Great job

  25. #25
    Member
    Registered: Nov 2004
    Location: Germany
    Amazing!

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