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Thread: Canon texture packs?

  1. #1476
    Member
    Registered: Jan 2009
    Location: Germany
    The new ones are indeed better.

  2. #1477
    Member
    Registered: Mar 2001
    Location: Ireland


    Still fixing up some of the more egregious T1 textures, where the colours were totally wrong before.



    Are there any artists still around and interested in contributing to this?

    I'd especially like to see someone who could do a decent job of some of the basic loot items, the ones in the EP look far too different to the originals, and I could never quite manage to make replacements that looked close enough
    Last edited by Nameless Voice; 7th Jun 2018 at 19:54.

  3. #1478
    Member
    Registered: Dec 2016
    Location: Germany
    Quote Originally Posted by Nameless Voice View Post
    I'd especially like to see someone who could do a decent job of some of the basic loot items, the ones in the EP look far too different to the originals, and I could never quite manage to make replacements that looked close enough
    I can try to rework some of the items. I would give it a try.
    Maybe I can do one item and if it's to your liking, I can do more.

    String

  4. #1479
    Member
    Registered: Mar 2001
    Location: Ireland
    Any idea which model you would like to try?

    One point I should make regarding models for the EP is that I always try to keep the UV mapping as close to the original as possible, if I can.
    Ideally, it should be possible to use the new model with the old textures.
    The reasoning behind that is for FMs that use custom skins for objects but don't include the object itself. If the EP model uses the same texture names and UV mappings, then the custom texture will apply to the new model and at mostly work, instead of completely overriding the custom asset from the mission.

  5. #1480
    Member
    Registered: Dec 2016
    Location: Germany
    Oh, forgot about this thread, sry.

    Maybe a good start would be a simple one...

    I don't have Thief Gold installed. I can do it, as soon as I find my cds.

    Can you upload one model to try ?

  6. #1481
    Member
    Registered: Mar 2001
    Location: Ireland
    Here are three of the simple treasure models - the gold candle, one of the gold goblets, and one of the gold vases.
    A little tricky because all three of them use the same texture, which ideally they should continue to do if possible.

    Note that the same models are also in Thief 2, unchanged.

    The bin to 3ds conversion tools aren't perfect, so some of the detail (especially UV mapping) might be a bit wrong.
    Attached Files

  7. #1482
    Member
    Registered: Dec 2016
    Location: Germany
    Quote Originally Posted by Nameless Voice View Post
    Here are three of the simple treasure models - the gold candle, one of the gold goblets, and one of the gold vases.
    A little tricky because all three of them use the same texture, which ideally they should continue to do if possible.

    Note that the same models are also in Thief 2, unchanged.

    The bin to 3ds conversion tools aren't perfect, so some of the detail (especially UV mapping) might be a bit wrong.
    Tested with a simple crate: https://ibb.co/io7Xno

    I work with Blender. As far as I can say, the .bin importer works good. Even though the top faces of the crate were badly unwrapped. But it's not that noticable with the old texture resolution. Don't know, if this is an import error, but I don't think so. I tweaked the uv map to look kind of good with the new texture.

    Is it ok to add some geometry to make round things here and there ?

    Edit: I think it's better to use the original .bin. The candle seems to be a little messed up.
    Last edited by Stringgod2; 12th Jun 2018 at 00:09.

  8. #1483
    Zombified
    Registered: Sep 2004
    no time to check the files, but it would be great if any/all candle models potentially making it into EP2 or other hires packs had proper vhots.

  9. #1484
    Member
    Registered: Mar 2001
    Location: Ireland
    That crate looks good, though I'm looking at the image on my phone and so can't fully appreciate the detail right now.

    Some points:
    The original crate is full of hammers, the new one appears to be full of ore or stones.
    The textures should probably be a little lighter, to closer match the original's highlights
    Yes, you new models can have far more polygons to make things rounder and more detailed. Just try to stick close to the original vision for the object, and as mentioned before, try to keep the same UV mapping if possible. The current EP crate (which I did want to rework, as it's too different from the original) has inset panels.

    If you're using the Blender importer and that works mote reliable than Shadowspawn's bin to 3ds tools, then I'd recommend using that.

    Agreed with voodoo on the vhots.

    I've set up a Discord for the EP if anyone is interested in collaborating over chat.
    https://discord.gg/5WUfmDj
    Last edited by Nameless Voice; 12th Jun 2018 at 08:30.

  10. #1485
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland


    fam/basement/trim4.gif

    fam/basement/trim4.png
    2 versions here, with highlights/without.

    terrain_scale 128 64

    Squadarofl recommended a great book, 'Nightmares in the Sky', which iD Software/Looking Glass Studios used for texture inspiration.
    There's a good selection of Thief source textures in here, terrain (above texture) and object. I'm going to be working on a few of these, hopefully with some decent results. The book is available secondhand on Amazon for around $11/10 Euro approx.
    This texture doesn't feature heavily in this form, but it does appear combined with other textures throughout the basement texture family.

  11. #1486
    Member
    Registered: Mar 2001
    Location: Ireland
    The differentness of the EP wooden crates has long bothered me, so I decided to do something about it:

  12. #1487
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    Nice NV! Looks good. Now we need flinders and the rotted versions >

  13. #1488
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Flinders use the same texture as the crate IIRC. But yes on the rotten version.

  14. #1489
    Member
    Registered: Mar 2001
    Location: Ireland
    No luck with a rotten version, but I've been fixing up a few more egregious things:


    Before: https://imgsli.com/NDk0OA

    After: https://imgsli.com/NDk1MQ

  15. #1490
    Member
    Registered: Jan 2001
    Location: Pushing my luck with Dromed
    That looks much better, although the bottom corners shouldn't have such pronounced dark patches.

  16. #1491
    Member
    Registered: Apr 2006
    Location: France, Paris
    Hi,

    just to inform Nameless Voice that some textures are missing from the last EP2 update :

    - Purple armchair, desk and little money box :
    obj\Txt16\cab1.gif
    obj\Txt16\cab1a.gif
    obj\Txt16\cab2.gif
    obj\Txt16\cab3.gif
    obj\Txt16\cab4.gif
    obj\Txt16\cab5.gif
    obj\Txt16\cab7.gif
    obj\Txt16\cab8.gif
    obj\Txt16\cab9.gif

    (only cab6.gif is present in last EP2 update)

    - church bench :
    Pueback.png
    Pueback2.png
    PueSeat.png
    PueSide2.png
    PueSides.png
    Last edited by Apiai; 29th Dec 2019 at 09:20.

  17. #1492
    New Member
    Registered: Jun 2011
    Hello everyone, I have collected many many textures (300+) from NV's List.
    *Some I made from scratch / based on related textures that were already there
    *Some improved version of textures in the thread
    *Some replacements with more accurate textures
    *Added duplicate textures in other families if the texture was existing elsewhere
    *Scavanged some of the other HD mods for some useful textures that were not yet discovered for the EP.
    *Did also some minor corrections to some object textures
    Etc...
    If the majority of my textures makes the cut, many families should be complete (with some stray textures)...
    I tried to be as accurate as possible.


    I wanted to post some examples here. =)
    (Including the long overdue rotten crate!)

    Now I gotta do some testing and tweaking with feedback (especially in the color hue). Any help appreciated!


  18. #1493
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    Very cool!! I can't wait to see any new developments in this regard.

  19. #1494
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    jackinthebox, great results! Just one moment: 1, 4 and 8 are too dark, it would be nice to achieve a better balance in contrast/brightness.

  20. #1495
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    I played around with random grunges a bit to get Turq128e from Metals family. I would like to check the result in game. The problem is that I have no idea where this texture is located. Now I am replaying Thief Gold, but I never met it, probably I missed it.


  21. #1496
    Member
    Registered: Sep 1999
    Location: Texas, hhhwweeee hawww
    I bet it's in cragscleft(sp). Open unstripped mission and check around elevator, or first factory you come to railing or around. Great work btw.

  22. #1497
    Member
    Registered: Oct 2004
    Location: Ireland/Poland
    I checked first 3 missions only and Craglescleft is the first one it's used. You won't see much of them, as it's mostly used at the sides of the metal signs.



    But there might be some bigger brushes that also use it. Here's a full list of brushes IDs and their faces:
    Code:
    799 [1, 2, 3, 4, 5]
    802 [1, 2, 3, 4, 5]
    803 [1, 2, 3, 4, 5]
    804 [1, 2, 3, 4, 5]
    805 [1, 2, 3, 4, 5]
    806 [1, 2, 3, 4, 5]
    807 [1, 2, 3, 4, 5]
    808 [1, 2, 3, 4, 5]
    809 [1, 2, 3, 4, 5]
    810 [1, 2, 3, 4, 5]
    824 [0, 1, 3, 4, 5]
    847 [0, 1, 3, 4, 5]
    848 [0, 1, 3, 4, 5]
    1067 [1, 2, 3, 4, 5]
    1068 [1, 2, 3, 4, 5]
    1069 [1, 2, 3, 4, 5]
    1070 [1, 2, 3, 4, 5]
    1071 [1, 2, 3, 4, 5]
    1309 [1, 2, 3, 4, 5]
    1363 [1, 3, 4, 5]
    1364 [1, 3, 4, 5]
    1365 [1, 3, 4, 5]
    2567 [0, 1, 3, 4, 5]
    2568 [1, 2, 3, 4, 5]
    3687 [1, 3, 4, 5]
    Note - you can also right click on a texture in the Texture Palette dialog and go for 'Hightlight Brushes Using', except that it works only on direct assignments. In this mission, that texture is assigned as default texture on a brush (so the id shows as -1). I thought New Dark could do better than that...

    But that approach may work in other missions.

  23. #1498
    Member
    Registered: Nov 2013
    Hi,
    from my point of view, this mod is one of the best things which happen for Thief universe. I really love how you have recreated original textures and meshes (as i consider this as continuation of enhancement pack for meshes) without breaking original feeling and style. A lot of official remakes or enhanced edition for games are not making even part of your work! Maybe you can consider creating crowdfunding site or Partreon to support you (at least a little bit)? I know that for example Drog Black Tooth (a long time patcher for Arcanum) has started crowdfunding support - like kickstarter with goals for reaching certain thresholds - and work has accelated.

  24. #1499
    Member
    Registered: Mar 2001
    Location: Ireland
    Are you talking about hiring freelance artists to make textures?

    An interesting idea, I wonder how much that would cost?

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