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Thread: Necro Age 2.3 and T2X: Shadows of the Necro Age OUT NOW!

  1. #26
    Member
    Registered: Aug 2014
    Location: In Cragscleft
    Ok already have the HD mod, how do i edit the cam file in order to make it work with the HD mod?

  2. #27
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    IIRC, the instructions to Thief 2 HD explain how to add the Enhancement Pack to it; just do the same except substitute "NecroAge" for "EP2"

  3. #28
    Member
    Registered: Aug 2014
    Location: In Cragscleft
    Quote Originally Posted by Necrobob View Post
    IIRC, the instructions to Thief 2 HD explain how to add the Enhancement Pack to it; just do the same except substitute "NecroAge" for "EP2"
    Ok got it now im using the water texture from tafferpatcher, and when im underwater, it uses the water texture found in this mod how do I fix this? Because when I used the Water Tool from the HD mod, nothing happened.
    Here is my mod path:
    NecroAge+\hdmod+hdmodt2skies+ep2+usermods+patches

    UPDATE: I found a solution, no attention needed atm.
    Last edited by TheDarkOne93; 16th Aug 2014 at 19:06.

  4. #29
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Really looking forward to trying this! The Thief 2 HD mod just a few days ago and now this, when will this craziness end?!
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  5. #30
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Ok just tried it, and it is freaking awesome! The character models are out of this world! I'm tempted to use it on every mission from here on, although I know FMs would get a different feel than what the authors intended.

    A couple of things:
    First, when using it with FMs, the menu says 'The Necro Age' and not the title of the fan mission. Any way to change that?
    Second, I don't really care too much for the skulls in the health meter. The new light gem is great, but is there a way to take away the skulls? If not, is there a way to keep the old HUD, while still prioritizing TNA?

    Thanks!
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  6. #31
    L'architecte de Rocksbourg
    Registered: Nov 2005
    Location: Narbonne, France
    Okay, you really need to change the title of the thread, because I had no idea it got released and I think most taffers don't as well.
    Thanks a lot for this work Necrobob, I look forward to replay T2 with it. Are we allowed to use a couple textures and/or models in FMs ?

  7. #32
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    Quote Originally Posted by klatremus View Post
    A couple of things:
    First, when using it with FMs, the menu says 'The Necro Age' and not the title of the fan mission. Any way to change that?
    Second, I don't really care too much for the skulls in the health meter. The new light gem is great, but is there a way to take away the skulls? If not, is there a way to keep the old HUD, while still prioritizing TNA?
    Odd, custom title screens work fine on my end. Are you using Darkloader or FMSel?
    As for the HUD, the only way to change it is to muck around a bit with the archive. If you're not averse to the idea, I can tell you how; it's actually rather simple.

    Quote Originally Posted by DrK View Post
    Okay, you really need to change the title of the thread, because I had no idea it got released and I think most taffers don't as well.
    Thanks a lot for this work Necrobob, I look forward to replay T2 with it. Are we allowed to use a couple textures and/or models in FMs ?
    Finally found where to change the thread title, under advanced settings. :P
    Using these things in FMs does have the problem of knowing who to give proper credit to. I guess I can go through the world texture families at least and make a complete list of who dun what. Objects might be way too tall an order, though. The characters are simple though - just credit, me, Purgator and TDBonko for all, except for the apebeasts and the gray male zombie, where the credit should go to Gecko and me. Some of the skins are actually all me (and Looking Glass) but why not spread the love around a bit?

  8. #33
    Member
    Registered: Jun 2014
    Location: Dunwall
    Perhaps anyone could post photos of "Trial of blood". I really love this level and I would like to see it with this amazing mod! (I hadnīt got time to install it, too busy )

  9. #34
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Quote Originally Posted by Necrobob View Post
    Odd, custom title screens work fine on my end. Are you using Darkloader or FMSel?
    As for the HUD, the only way to change it is to muck around a bit with the archive. If you're not averse to the idea, I can tell you how; it's actually rather simple.
    I use Darkloader, and I had the problem with several FMs. Actually, I didn't try an FM where I didn't see TNA title screen.
    I am not opposed to mucking around at all. If you'd care to explain that is. PM me if it is out of place to do it here. Thanks!
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  10. #35
    New Member
    Registered: Jun 2014
    Your mods never disappoint. I'm a huge fan of your ep2 mod and NecroAge is certainly no exception. It's easy to see how much care you put into your mods and making sure they work properly right out of the box and that's something I truly appreciate.

    I really like the effects you made with the windows and floors. It looks great. I really hope you make a version of this specifically for T1 as well. In the meantime what I did was create a custom version of this for my Thief Gold game. I'm a bit of a modder myself so I know the differences between T1 and T2 and what resources go where and what files go in what folders.

  11. #36
    Member
    Registered: Aug 2014
    Location: In Cragscleft
    Ok I have overriden the HD mod with the NecroAge in my cam_mod file, and it uses water textures the are used in TafferPatcher, then when i am underwater, the water texture changes, how do i fix it?
    Also is the lava texture your doing bob?

  12. #37
    Member
    Registered: Nov 2004
    Location: Germany
    Congrats on the release good work!

  13. #38
    Member
    Registered: Aug 2014
    Location: In Cragscleft
    Ok I uninstalled the HD mod and did a clean fix on Thief 2 and reapplied NecroAge and the water texture is still looking weird

  14. #39
    Zombified
    Registered: Sep 2004
    how 'bout a screenshot or two.

  15. #40
    Member
    Registered: Aug 2014
    Location: In Cragscleft
    Quote Originally Posted by voodoo47 View Post
    how 'bout a screenshot or two.
    How do i do a screenshot?

  16. #41
    Zombified
    Registered: Sep 2004
    printscreen key, then look for an image file in the screenshots folder. upload it somewhere, like imgur maybe.

  17. #42
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Noticed that this mod (just like in T2HD) some of the plants have those weird gray/blackish boxes around the leaves. Especially noticed this in the beginning of Casing/Masks/Soulforge. I assume this is a part of TNA since one of the main additions was new vegetation.
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  18. #43
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    Quote Originally Posted by klatremus View Post
    I use Darkloader, and I had the problem with several FMs. Actually, I didn't try an FM where I didn't see TNA title screen.
    I am not opposed to mucking around at all. If you'd care to explain that is. PM me if it is out of place to do it here. Thanks!
    Okay, here's how. The first thing to understand about .crf files is that they're actually arhive files, like rar, 7z and such. Follow these steps:

    1. Right click on NecroAge.crf and click on "open with" or whatever language equivalent you have.
    2. Choose which program you want to open it with (in my case it's WinRar). You can always uncheck the "always open with this program" box if you want to.
    3. The Necro Age will now be opened in your archiving program of choice, and the folder structure should be very familiar by now. Go into obj and then txt16.
    4. Find "shield.gif" and delete it. The archive will now recompile itself, which can take a moment. This is perfectly normal.
    [Garrett voice]That should do it.[/Garrett voice]

    As for the title screens, I'd seriously recommend switching to FMSel. But if you really want to stick to Darkloader, you can follow the above method and delete the "INTRFACE" folder; it's only got the title screen graphic in there anyways.

    Quote Originally Posted by []HP[]Hawkeye View Post
    Your mods never disappoint. I'm a huge fan of your ep2 mod and NecroAge is certainly no exception. It's easy to see how much care you put into your mods and making sure they work properly right out of the box and that's something I truly appreciate.
    Well, it's hardly "my" EP2, there's plenty of other people whose contributions shouldn't be diminshed. I just happen to be one of the most prolific contributors to the Enhancement Pack by the simple fact of having stuck around the longest, and with no end currently in sight. But thank you none the less for the kind words.

    I'll probably get around to T1/G sooner or later, but first off, development has started on Shadows of the Necro Age...

    Quote Originally Posted by TheDarkOne93 View Post
    Ok I have overriden the HD mod with the NecroAge in my cam_mod file, and it uses water textures the are used in TafferPatcher, then when i am underwater, the water texture changes, how do i fix it?
    Also is the lava texture your doing bob?
    The Necro Age intentionally uses the Tafferpatcher/Jermi water, simply because it's the one I personally prefer, mostly because it's the only one currently released that has a "proper" alpha mask. Cubemapping on water just doesn't look quite as good when it's allowed to shine through completely. The different underwater texture (Eshaktaars IIRC) is also intentional. The lava texture was made by Dave Gurrea but I did the special effects on it.
    You can, of course, follow the tutorial I wrote for Klatremus and delete the fam/waterhw folder from NecroAge, so the game will simply use water from another mod in the mod_path instead.

    Quote Originally Posted by Gecko View Post
    Congrats on the release good work!
    Thanks!

    Quote Originally Posted by klatremus View Post
    Noticed that this mod (just like in T2HD) some of the plants have those weird gray/blackish boxes around the leaves. Especially noticed this in the beginning of Casing/Masks/Soulforge. I assume this is a part of TNA since one of the main additions was new vegetation.
    Sigh... don't you just love uncooperative hardware? At least it's not a problem unique to the Necro Age. That would've been... annoying. Can you furnish us with a screenshot so we can maybe narrow down the problem?

  19. #44
    Member
    Registered: Aug 2014
    Location: In Cragscleft
    Ok thanks for the heads up.

  20. #45
    Member
    Registered: Aug 2003
    Location: Phoenix, AZ, USA, Earth
    Quote Originally Posted by Necrobob View Post
    1. Right click on NecroAge.crf and click on "open with" or whatever language equivalent you have.
    2. Choose which program you want to open it with (in my case it's WinRar). You can always uncheck the "always open with this program" box if you want to.
    3. The Necro Age will now be opened in your archiving program of choice, and the folder structure should be very familiar by now. Go into obj and then txt16.
    4. Find "shield.gif" and delete it. The archive will now recompile itself, which can take a moment. This is perfectly normal.
    [Garrett voice]That should do it.[/Garrett voice]

    As for the title screens, I'd seriously recommend switching to FMSel. But if you really want to stick to Darkloader, you can follow the above method and delete the "INTRFACE" folder; it's only got the title screen graphic in there anyways.
    Thanks! That was simple enough. Never opened .crfs before, but now I know how. Also, where's the image for the light gem? Noticed it doesn't get as dark as the old one; I might want to remove that too.

    Quote Originally Posted by Necrobob View Post
    Sigh... don't you just love uncooperative hardware? At least it's not a problem unique to the Necro Age. That would've been... annoying. Can you furnish us with a screenshot so we can maybe narrow down the problem?
    My pleasure:
    Casing the Joint 1
    Casing the Joint 2
    Masks
    Sabotage at Soulforge

    Hope that helps
    Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
    Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays

  21. #46
    Member
    Registered: Oct 2012
    Location: Grim and Frostbitten Sweden
    Quote Originally Posted by klatremus View Post
    Thanks! That was simple enough. Never opened .crfs before, but now I know how. Also, where's the image for the light gem? Noticed it doesn't get as dark as the old one; I might want to remove that too.
    Okay, that'll go to the list o' fixes for the next version. In the meantime, they're crytex01-crytex15

    Quote Originally Posted by klatremus View Post
    Oh taff it all, turns out it's a conflict caused by the Necro Age after all.
    See, my version of those leaves has a material effect that causes drops of dew to glisten on the leaves. However, since Thief 2 HD has a different leaf texture that doesn't have a compatible alpha channel, and it's a .DDS file, which NewDark always prioritizes over all other formats regardless of mod priority order, THAT happens. Stupid NewDark file format hierarchy...
    Delete the material file "vinleaf.mtl" from obj/txt16 in the NecroAge archive, to fix it in the short term.
    Those who want to prioritize the Necro Age instead, and only use it for OMs and stock resource FMs, try putting NecroAge into the uber_mod_path instead. That MIGHT work. Or NewDark might still prioritize the Vurt DDS texture in Gecko's pack. :/
    Last edited by Necrobob; 18th Aug 2014 at 00:45.

  22. #47
    Member
    Registered: Nov 2004
    Location: Germany
    Hm, i don't know if it helps...but the "vinleaf" texture from T2 HD mod is a .PNG file.

  23. #48
    New Member
    Registered: Jun 2014
    Quote Originally Posted by Necrobob View Post
    Well, it's hardly "my" EP2, there's plenty of other people whose contributions shouldn't be diminshed. I just happen to be one of the most prolific contributors to the Enhancement Pack by the simple fact of having stuck around the longest, and with no end currently in sight. But thank you none the less for the kind words.

    I'll probably get around to T1/G sooner or later, but first off, development has started on Shadows of the Necro Age...
    Believe me I'm truly thankful to all those who contribute to ep2. In my opinion ep2 is the best mod available for T1\G and T2. What I like about it is that it keeps the original look of the game and updates it as much as possible. I really hope you never abandon your ep2 project. With all the cool effects you did in the NecroAge it would be awesome to see some of those in ep2. Like the shiny floors\windows ect. Even the new player skins would look great maybe just lighten them up a bit so they look more like the originals.

    Like I said before I know quite a bit about modding myself so until a new version of ep2 is released I'm more than capable of creating a custom version for myself.

    I don't post on the forums to often but I just want everyone to know how thankful I am for all your hard work.

  24. #49
    Member
    Registered: Aug 2014
    Location: In Cragscleft
    Hey Bob what is the lava file called?

    UPDATE: Nvm I found it.
    Last edited by TheDarkOne93; 18th Aug 2014 at 14:05.

  25. #50
    Member
    Registered: Jul 2010
    Location: Le Havre (France, 76)
    For the false specular map effect for woods and the reflect map of marble floors you use the projection uv_source.

    What is the difference with environement uv_source ?

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