You are right. Even though I removed 'hdmod' from the cam_mod.ini it still included the object placements, probably from the .dml files. But without the textures they ended up as grey boxes.
there are no trees at the beginning of bonehoard, maybe you are using the hdmod maps together with necpack? that's probably a bad idea.
anyway, make sure you have
somewhere where the engine reads it (cam_ext.cfg for example).Code:ObjTextures16 MeshTextures16
You are right. Even though I removed 'hdmod' from the cam_mod.ini it still included the object placements, probably from the .dml files. But without the textures they ended up as grey boxes.
Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays
weird, that (or renaming the hdmod folder) should make sure that the modified hdmod maps are out of the way - unless you have/had some older hdmod version installed. do a clean install of the game if that's the case.
@Necrobob
Congratulation to your T1 Texture Pack! Especially i like your reflection effects. For example in the Cragscleft mines (gold veins) it looks really cool
@ klatremus
Don't use old savegames. You have to restart the mission![]()
Regarding spiders, the vanilla T2-level poly model pack I used as a base and their associated skins didn't have any new ones for the spiders, so I flat out forgot to add 'em.I'll be adding them, and a few other minor fixes (and the torches and blackjack) in a small 1.0.1 hotfix archive, since I don't think that's quite enough new stuff to warrant a reupload of the whole +600mb archive.
While we're at it, I seem to recall there being alternate spider models somewhere with smaller abdomens -much creepier and more huntsman-like. Anyone able to furnish me with a link so I can get the hotfix out as soon as possible?
@Gecko
Thanks, funny thing, the gold vein effect was one of the things I just did as an afterthought, yet it turned out to be one of the more simple yet striking effects in the pack.
Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays
What an amazing job you've done in T1\G v1.0 and T2 v1.2
You should be proud of your work. I think it's great there are so many people who are dedicated to updating these games as much as possible. I really like the grimy effect on the textures. I think it creates a more realistic look. However in some cases I think the overall darkness of everything maybe a bit much. It makes the gamma feel a little off to me. That's all. The only other thing I've noticed is the height of the victrola is a bit off causing it to look like it's floating.
Other than that it all looks good. Congrats on a job well done!
Does the Necro Project work with the Thief Gold HD mod? If it does, would I install it by changing the cam_mod file like I did in Thief 2?
no, don't do that. use either hdmod, OR the NecPack.
Besides, NP is basically a full conversion of textures, so it'd almost completely cancel TG HD out if prioritized higher. There's the modified fire and vegetation of course, but I feel they look a bit too different from the originals for my intended vision for the Necro Project anyway. Not that I'd mind if someone out there DOES manage to make NP and TG HD play nice - more power to ya!
Oh, and the narrow bodied spiders were made by R Soul, and are archived at Catman of Iowa's site.
Here's the hotfix: Google Drive
Put it in the same folder as NecPro.crf, and write the name IN FRONT of NecPro in cam_mod like so: NPv101+NecPro.
Regarding the victrola in The Necro Age, the original model is floating too, at least for me, so it looks like an LGS screw up, as does the fact that it does not animate. In fan missions where the original model is positioned correctly and the record spins, the new model does the same on both counts.
Last edited by Necrobob; 10th Oct 2014 at 06:28.
Ok here is my cam_mod file:
mod_path hdmod+hdmod\t2skies+ep2\thief1+ep2+usermods+pathes
If I were to change my mod path to this:
mod_path hdmod+hdmod\t2skies+NecPro\thief1+NecPro+usermods+patches
would Thief Gold be able to run with the HD mod and the Necro Project because the HD mod is in higher priority then the Necro mod, or would it not run either way? (with EP2 uninstalled btw) Because all I had to do with Thief 2 is change my cam_mod file and now Thief 2 uses the HD mod textures, but with the Necro Age's characters, skies, and objects.
UPDATE: Change the cam_mod file to the description above and it works just fine.
Last edited by TheDarkOne93; 9th Oct 2014 at 17:37.
First, +necpro\thief1 doesn't make any sense. That is only used for ep2 because this mod is made for both games, but with slightly different objects (bj, sword, torches and a few others). There is a folder called 'thief1' within ep2.crf and this command specifies that folder only and not the rest of the pack. Necpro.crf has no such folder, because it is meant only for T1/G.
Second, with your setup, hdmod will take priority in everything. The only reason you're seeing Necro mod objects and such, is because hdmod doesn't contain updated files for those objects. But you won't see any textures contained in the Necro mod. Every texture contained within will be masked by the corresponding texture from the hdmod.
So to answer your earlier question: Yes they do work together, but you won't see the Necro mod in full. More like 40% of it I'd say.
After experimenting, I decided I like to see the full potential of one mod only. I now run the games either with HDMOD+EP2 or Necro Project/Age only.
Klatremus' Supreme Thief Site - Walkthroughs, Loot Lists & Ghost Reports
Let's Supreme Ghost Thief - YouTube Channel with Thief Let's Plays
I know about the animation thing but I've never seen the victrola float above tables until I put NecroAge in. It's the victrola file located in the NecroAge obj folder that's causing it. I noticed when I took that out it solved the problem. This is not a major issue but I just wanted to make you aware of it.
To be honest I'll probably fix it myself.
may I ask for the source of the upgraded water? it actually works very well in SS2, and I'd like to make it available as a standalone SS2 mod.
//also, any reason for not using the higher poly pipe models?
Last edited by voodoo47; 12th Oct 2014 at 05:20.
@Hawkeye
Went through and relooked in vanilla mode, and what'dya know, I somehow misremembered all of the original victrolas being as bad as this:
So I thought, if they're gonna float, might as well at least look less crappy.
If you could fix the bottom alignment of the new model I'd be really grateful if you could also provide the modified model for my pack, since there's no way I'm going back to the original. The uv mapping is so unbelievably shit that any attempts at retexturing it in higher res actually makes it look even worse.
@Voodoo
Jermi and me. I made the new water textures myself, mostly. At the end I thought they looked a bit too sterile though, so I mixed in a little bit of Jermi's tafferpatcher water.
Use if you wish.
The pipes, well, I just prefer the slimy look of Vigil's pipes. I guess I can adapt the textures to the high poly models for a future update though.
roger that. btw, if you have a broken model, try asking Olfred to fix it, he has done miracles with tons of SS2 objects.
It really means a lot to me that you would even ask me to contribute to your pack. If I ever fix it I'll definitely send it to you. I'll do anything I can to help you. For now though I'm actually really happy with the way it looks without that file. It's still updated.
Before I forget I just want you to know how much I like the water in your packs. Honestly I think your water should be the new standard for Thief. It looks great.
Thanks for taking the time to listen to me. Keep up the good work.
Can't he just work together with that 2 HD texture guy??![]()
Our packs have rather different goals in mind, so there'd be little use in that. We use each other's work plenty, though.
Nice to hear that you chit chat and reuse some of the work already, which is really a big time safer. I understand that you follow different goals though.
Good luck with the further project. You could sign this up to moddb.com if you didn't already!![]()
Lost. Why is the older versions at the top of the first post? Do you need to have all of the versions. Why not one final version instead of mixing revisions?
I'll wait for a exe installer that assumes you have a fresh newdark Thief1/2 directory installed. Cool concept though.![]()
that reminds me - yeah, if you can, do merge the T1 patch with the full archive please, so I'll be able to add the NecroPack into TFix mod load path properly (just like I did with EP2).
Uh, the files in the original post are as new as they get.
But a new version is coming soon, most probably as an xmas present, where not only are the changes in the T1 hotfix included, but the whole thing is merged into one archive for both games, like with the EP. And maybe a little sum'n sum'n extra as well...
What it definitely won't include is an installer. Installers for extremely simple operations are a bit of a pet peeve of mine.