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Topic: Vurt's Thief 2 Graphics Overhaul
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does anyone know what these textures in fam/maw is supposed to be?

677edc473fa69voodoo47

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it's mostly magical rock/lava surfaces.

basically I was just asking whether you are reusing the assets you already made previously, like the wines and such.
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ok, are they supposed to be animated here or it's static? if you know..

yes, i've made a few improvements to some of them though.

677edc473fce3voodoo47

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iirc this (animated world textures) is technically not doable, so no. //ok technically doable (SS2 tech screens), but not used in vanilla Thief, so it's still a no.
https://www.youtube.com/watch?v=jg4g2zSxUCo
lava flows, but that is not animated in the texture.
« Last Edit: 07. December 2024, 14:22:55 by voodoo47 »
Acknowledged by: voodoo47

677edc47400a7ZylonBane

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iirc this (animated world textures) is technically not doable
What.

677edc4740242voodoo47

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ok yeah, SS2 has the animated screen textures (tech), so I have to take that back (was thinking the entire wall changing frames, something only DDfix supported, or was it something else? may have been movie playback). anyway, this is not used in vanilla Thief as far as I know.

but to make it short, still no need to think about texture animation if we are talking Maw texture upgrades.
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it has always supported things like the water and the lava animations. i was thinking maybe it was animated like water. my pack does feature better lava and water (more frames, better texture).

Here's a comparison of state of the art upscaling (what 99% of all mods use, where the original image has been used) vs img-img (what i use)



So yes, it is never a 1:1, it comes up with some own designs, but to me it rarely takes away something.

677edc4740569voodoo47

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oh ok, if you want to create more frames for the water or other liquid animation, no problem, just make sure you adhere to the naming convention (texname.xxx, texname_1.xxx, and up to texname_99.xxx) and also create a mtl file where the number of frames is specified.

in most cases 100 frames is an overkill.


mtl from EP2 (blin.mtl);
Code: [Select]
force_ani_settings 1
terrain_scale 256
ani_rate 60
env_map 0.07 2 tex\envmaps\vurt_envmap1
ani_frames 40

I've kind of confused myself into thinking you want to create some extra fancy animated textures for the magic rock walls somehow.
« Last Edit: 07. December 2024, 16:52:57 by voodoo47 »
Acknowledged by: vurt
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anyone good at finding textures, or ideas of what to search for... this one stands out like a sore thumb, i've searched through the texture folders several times now, can't find it.



would suck to have to leave it out.

first level, first room you enter.

677edc47407f7voodoo47

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as mentioned, you need to get the model name from the editor (should be tabcabnt.bin), and then for example hexed it to see what textures are being loaded.
[tabcab.JPG expired]
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Many thanks! Didn't know which model to look for.

677edc47409d8ZylonBane

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Even rudimentary DromEd skills are extremely useful for modders.
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yep, i should spend a day to learn it but i'm also lazy..

I used to know my way around it, placing stuff etc, these days i'm clueless. i opened it, i sighed.

677edc4740bd4voodoo47

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yeah, but still, flying to the spot of the level you need to check/selecting the object and displaying its (archetype) properties (shape/model name) is not that difficult, and indeed quite helpful.
Acknowledged by: vurt
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some in-game screens. 1600 textures are done. I'll make an upload to nexus mods later today. https://www.nexusmods.com/thief2/mods/4








677edc4740f4evoodoo47

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the last door seems to be a bit too highres, but hey, I'm not complaining.

what resolution is the door texture?
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probably 1024x2048

mod is now uploaded!
Acknowledged by: voodoo47

677edc4741162ZylonBane

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That rusted door is looking kind of insane compared to the original. Way too saturated and high-contrast. Almost looks like it's been dunked in battery acid.

Out of all the textures in the game, the most care must be given to the doors, because they're literally in the player's face more than anything else.
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yeah doors, windows is what i've spent most care on.

All rusted textures looks more gritty than in the original game, it's just how they come out, personally i like it. It probably has rust in the exact same spots as the original, pretty much, but yes its also a much bigger contrast difference between non rusted and rusted now so it's much easier to see.

its also directly under the lamp, which emphasizes it a ton.

Edit: the red could be reduced a bit though, i looked at it again in photoshop. Maybe i'll redo it and hope i can get a more brownish generation of rust.
« Last Edit: 09. December 2024, 23:20:15 by vurt »

677edc47413ddvoodoo47

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any chance for a non-nexus mirror?

also, is this T2 only? would be nice to have support for T1/TG too.


and one very hazy old memory - I think one of the problems the original pack had was that some objects had different dimensions than the originals, causing a few issues, was this corrected?
« Last Edit: 10. December 2024, 00:38:50 by voodoo47 »
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I prefer to use Nexus mods i think, especially since the mod will get updates, then i just have to care about 1 site. Also i don't see why anyone wouldn't be registered there (if you like mods), its by far the biggest modding site with support for anything worth mentioning.

Trees and stuff? no it's the same as the old pack. what problems did you have, i've had no reports of issues since its release. those files can easily be removed by the user though, it's as simple as not including the .bin's.

Yes i can look at Thief 1 too, i currently don't own it i think, maybe on GoG, i will check.. but it's probably cheap to buy.


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i made a new rusted door (edit: updated again, made rivet lighting a bit better than in the screen), it's much better. the other was too red and a bit too gritty, like ZB suggested.



i'm not going as crazy with the rivets, like the original where the entire door is filled with them. To me it looks better, but yes, not true to the original, but whever.

« Last Edit: 10. December 2024, 06:41:34 by vurt »

677edc4741c36sarge945

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as mentioned, you need to get the model name from the editor (should be tabcabnt.bin), and then for example hexed it to see what textures are being loaded.

This is exactly how I made the Assassin Rapier variants work :O

yep, i should spend a day to learn it but i'm also lazy..

I used to know my way around it, placing stuff etc, these days i'm clueless. i opened it, i sighed.

I have the same issue. Whenever I load up ShockEd I try to use Left-Click to move around like I'm in UnrealEd

Your name:
This box must be left blank:

Name the default melee weapon in System Shock 2:
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