Thief Texture Patch

General discussion of The Dark Project, The Metal Age, Deadly Shadows, and the Thief Universe as a whole.

Third Patch for Thief, v1.3 build 4118.5 Hello everyone, We have just made public a new version of the PC version of Thief, v1.3 build 4118.5 This patch will be.

The project is a HD texture mod for the second part of the game series Thief Thief II: The Metal Age.

Thread: Thief Gold HD Texture Mod

This is the full setup of version 1.0

Changelog:

v1.0:

- added Interactive Candels all candles have flames now, allow you to douse them with water arrows, snuff by frobbing, and relight with fire arrows

- added lightmapped water/lava for all TG missions

- added NewDark Graphics Settings Tool v1.0 with more options. Enhanced AI Detection, Subtitles, OM/FM Mode, FM Selector, View Current Settings

- added all Garrett s monologues on Lord Bafford s Manor

- added full english subtitles for all characters beta v0.8 german subtitles for Garrett, Cutty, Murus and The Eye .

- added some new HD textures

- added a new animation effect on water, fire and gas arrows

- added many improved object textures

- added some improved object models sword, lamps and more

- added some new tree and bush objects

- added improved AI skins

- fixed a problem with a lava pool on The Mage Towers

- fixed some textures

- fixed some in air flying objects

- fixed some torches and fireplaces

Installation Instructions

Download:

Official Moddb Download

ThiefGoldHDMod1.0.exe - 1 GB

Google Drive

---

With the new Water Mod Tool you can choose between 5 different water types. Change your thief water when ever you want.

Water Mod Tool

NewDark Graphics Settings Tool 1.0

Use this tool to change your thief 1 graphics settings Anti-Aliasing, Bloom FX

Some Notes:

Please do NEVER try to edit the cam_ext.cfg manually don t play with the files. The tool may not work correctly after that. Use ALWAYS the NewDark Graphics Settings tool.

DO NOT OVERRIDE THE cam_ext.cfg FILE WITH ANOTHER.

Don t use this tool for Thief 2. The game will crash.

There are also preview images for all configs full color version. Open the NewDark Graphics Settings tool and click on the Config Preview buttons on the left window corner below.

Thief 1 Thief Gold Fan Missions:

I want to show some FMs with the HD Mod textures.

I will constantly add more FM previews. Take a look

TG FM: Shadow Politics Released on 04/28/2012

TG FM: The Widow s Ire Released on 09/27/2013

T1 FM: The Secret Way Released on 07/13/2002

T1 FM: Circle of Strain 3 Released on 01/27/2000

Download - ONLY NewDark Graphics Settings Tool - T1 Installer OLD.:

It works also for ALL normal Thief 1 versions requirement - patched with NewDark.

File Size 44 MB because it includes some preview images.

MediaFire Download

Gecko s HQ Water Mod Pack Thread

Last edited by Gecko; 10th Aug 2015 at .

Impressive do Thief 2. but I can t help but think how utterly backbreaking and soul crushing it must have been to do the stone work in this image:

Now those are very NICE When will it be ready..

OMG, a reason to play through yet again

Awesome work man.

Some very nice looking high res work here. Yet, I can t help but feel that many of the textures are so drastically different that the levels lose the feel of the originals. Brighter colors in a lot of places, some very busy designs in others, completely different stonework.

I guess the goal is simply to use higher res textures, without retaining the look of the originals.

With that in mind. Good work.

I was too chicken to post until NH did. I know what a lot of work this must have been, which is why I was reluctant to jump in with a negative. I m not even sure if constructive criticism will be helpful at this stage of the project.

In almost every case, the colour palette of the scene is different sometimes wildly so to the original art, and the level of brightness is often noticeably higher too, which I think is a mistake. You ve been pretty bold and certainly put your own stamp on the environments, so it s bound to divide opinion; no offense intended but it s probably not for me I will try it out in-game though.

The shop looks good.

okay, I want to change some things.

you are right.

new catacombs - Screens

what do you say.

i think thats much better

Hey. Lets just assume that NH was right, ok.

Originally Posted by New Horizon

The textures you came up with may have completely altered the orginal intended atmosphere, but they made absolute sense, were very well done, and proves once again how masterfully the original levels were built. If this is accepted, then this is still a pretty darn good reason to play through yet again.

This looks terrible. It appears that most of the brickwork changes consist of replacing the textures with much smaller bricks that make no sense in their architectural context. The changes to the gold brickwork inside Bafford s are particularly horrifying.

Harsh, but true.

However, I applaud anyone who releases any high resolution textures for T1/TG, since so far we ve had practically none.

Originally Posted by ZylonBane

Typical ZB tactless comment

Yes and no -

- yes, in that it might have been better to have just cleaned up hi-res version fo the original texture.

- no, in that the higher res textures allow for immersive and perceptional game play.

update

Forgot to say, good work so far gecko, keep it up

Last edited by bikerdude; 18th Mar 2011 at .

This looks terrible. It appears that most of the brickwork changes consist of replacing the textures with much smaller bricks that make no sense in their architectural context. The changes to the gold brickwork inside Bafford s are particularly horrifying.

What a new and exciting development.

P.S., that SS2 texture pack you were attached to wasn t exactly a peerless exemplar of art design, itself. I say this as an art major. Glass houses.

Anyways, I was blown away by the detail in the Haunted Cathedral screenshots, man. My only quibble would be with the window textures in Constantine s mansion. If you can figure out how to make them work on that domed, glass bit, it would look really great, I think.

Last edited by nickie; 30th Mar 2014 at .

Reason: language

Originally Posted by Captain Spandex

I say this as an art major.

You say everything in the manner of an art major. We re all quite used to it.

Yeah well, that s like your opinion man.

I defy you to find one other time I ve mentioned it.

I am curious, where did you find the source images for the textures. I recognise a lot of CGTextures images, but where else.

ZylonBane s right.

The textures are very good quality, but they completely change the look of the game. That was also my biggest problem with N-TEX, and why I personally never used the thing.

A texture upgrade project needs to at least try to maintain the original look and feel of the game. Something as completely different as this is best suited to a mod or, better still, to be used as assets for FMs, rather than an outright replacement.

A prime example of what s wrong with this is the extremely unique stained glass used in Constantine s manor. Its very specific look of large, oddly-shaped segments is replaced with a uniform collection of tiny panels, a completely different colour, and the iconic ceiling rose as seen in cutscenes is replaced with a generic circle of the same tiny glass panels.

Excellent work. Much much nicer than the originals. Some of the screenies looked almost photographic. Looking forward to the future download.

Like some others said though some of the brickwork needs enlarging.

Apart from that, I preferred your work to the original every time.

Is it TG though. Looks like T1 screenies to me.

Yes, I am such a deep fanatic of this game, that I will take any reason I can get to play it again. After 10 years, are you kidding me. I am playing this. Get these textures out there man, HURRY.

Well, it certainly looks like a lot of deviation from the base textures. Not that it looks bad, but that it sort of loses the look of the original game by giving it such radical new textures. Overall though, I would like to see more deviations from the original texture set come out soon, so that we may have better textures overall.

In other words, I m in favor of some deviation, so that we all nitpick and create the perfect set.

Last edited by Albert; 29th Mar 2011 at .

Wow.

Great job

I tend to agree with the detractors.

The work itself seems ok but a lot of the time it ends in mucking with the colour scheme and architecture, intentionally or otherwise, for unpleasant results.

Eg. Bafford s manor s front portal is now made of rough cut slate or flint. You can get away with that in a basement just, by pretending the retaining walls are behind it but not in a clearly solid structure like that except in maybe cladding the lower sections.

And you ve got things like the yellow brick work inside doesn t look like structure any more but that decorative crazy stone from a 1950s fireplace.

You can t just change friezes and stained glass to whatever you like either. Lots of those things have meanings and some noble s tomb lid being replaced by what looks like a statue, possibly of Plato. Not a good idea. The texture in the domes of Bafford s little towers now has no relevance to anything too.

The simpler textures on carpets and walls tend to work better with an old engine like this. Replacing them with a whole lot of much busier things of different colours can make things worse rather than better Plus there s unintended consequences like the altar top in Cragscleft. The designers had a flat undetailed texture on it that was more general purpose. Now it looks like it s crudely cut parquetry, which makes no sense at all.

If you re not going to custom fit the new textures to the scenes a pretty much impossible task requiring hand editing and redistributing the missions, sticking as close as possible to the originals in every respect is the only way to go. Otherwise I think the effort is wasted, sad to say. Some do fit pretty well. Others do not. Keep at it though.

Originally Posted by Gecko

new catacombs - Screens

Since no one answered it yet: Yes, looks much better. Otherwise I agree with the problem of altering them or cleaning them up too much, although I m not sure if higher-res textures look cleaner just because they re more detailed; in this case patching the original look wouldn t work well at all.

thank you for all your feedback

i understand that you all want the original textures in high qualitythat s not easy

some textures i like more than the original.

UPDATE: New Screenshots

Stop changing the scale, pattern, and color of the brick and stonework. These are issues that are easy to get right.

Stop changing the scale, pattern, and color of the brick and stonework. These are issues that are easy to get right.

you don t have to download my textures when it s finished m8. thx

Make the new textures with maximum fidelity to the originals.

Especially the Gold textures, ESPECIALLY in Bonehoard which originally didn t look too good in Thief Gold to begin with -- this mission would very much need the effort, as now the original textures look too gilded, or something.

Also, how did you achieve what seems like bloom effect.

some original textures are too much bright. like the boneyard stone texture. the atmosphere is much better if you use darker textures sometimes. believe me. i changed some textures again and again. and these have the best atmosphere. if you play it you will see

How did you get the bloom effect.

And -- are these T1 mission converted into T2 because I saw coloured light there.

That last set of screens is much better.

You have acknowledged the scale disparity and some of the lighting issues and have amended the biggest foibles from your previous examples. There are still some qualities that I take issue with like the pattern brightness inversions but many of those scenes are now dramatically improved.

Good work.

Originally Posted by Stan_The_Thief

How did you get the bloom effect.

it s ddfix with PostProcessing and yes it s the original t1 gold. nothing converted.

To come up with a rather specific request: Especially since there is no red brickwork in TDS Ziegelsteine, weißt schon, I d like to see that for the Assassins map instead of the natural red stones you have right now. Otherwise, yeah, looks better. That green tapestry in Constantine s mansion looks wonderful.

The changes are much better up to image of the well then it sort of feels like the textures have too much color or saturation or just plain too busy. I do like how you went with more brick and block textures though some rock wall manages to sneak into a building in the image above the image of the well.

11b and 12b look great but the change of orientation of the floor is more noticeable with brick than with the original texture. I don t know if you can get them to match or use something more cobblestone or flagstone.

The brick texture in 13b on the left side needs to be rotated 90.

19b looks very good and all the changes are noticeable but complementary.

I m still not sold on the new stain glass texture. It s impressive in the circular form in 20b but seems too much of a change in general. The pieces that form it look too small.

Originally Posted by Crion

fixed

Last edited by Gecko; 31st Mar 2011 at .

When the completed version of your Texture Pack will be available.

These screen-shots look fantastic.

Taken one by one, out of the context, some of your your textures look really impressive. As they are though i wouldn t use them as a replacement pack. They are too different from the originals, look far too busy especially the stonework and don t tile particularily well.

new Bafford banner.

New

Old

Sir_Mark

i can t say when it s finished sorry

Whoa, amazing amount of work here. I m really excited to play the end result.

I don t mind so much about dramatic changes. I ll probably play this with a separate install of Thief, like another game.

I don t see the issue with changing the feel of the missions. Wasn t just updating the textures the job of the texture pack.

New Banner2

So please release what you have already. I can t wait to play with new textures. :P

Whoa, now those banner textures, I can get used to. They look great.

I m not so impatient on this, so maybe I m getting used to long waits.

I wasn t keen on the first set of screenshots but the changes since then are a vast improvement. I think, for the most part, this pack is looking great now new Bafford s in particular.

Some more criticism, if you re interested. All just my opinions of course:

The Sword level really relies on the oddness of its art. If there s one level in the entire game where you need to stick slavishly to the original designs, it s this one. Firstly, you need to keep the orientation of the black white tiled floor - if it was diagonal in the original, please leave it that way. Second, the windows - sorry, I know you ve changed them already, but they just don t work. Those crackpot diagonal lines, odd panes and the overall colour balance are all essential. Seriously, just copy the design of the original.

I don t like the changing of red brick to irregular red stone, I think most would prefer a high res red brick texture. it s not that the red stone texture doesn t look nice, it does - but red brick mortar makes more sense in the locations it s used, and will probably just look better. As ZB rudely points out, brick stonework needs to be scaled to look right, but I think most of this is OK now.

And in general, I think more effort needs to be made to maintain the the colour palette of original scenes. Most obvious examples to me: the first Sword corridor screenshot has lost most of its green, and there are a lot of exterior shots that have lost red tones, esp. red-tiled rooftops that have turned murky brown. Overall, these scenes look less appealing than the originals, despite the added detail. Colour is more important.

Exception to the above - there are two interior scenes about two-thirds of the way down the page that depart quite a lot from the original art overall colour balance room with a fireplace, room with a wardrobe. I think these new versions are much better than the originals, they look great.

Oh yeah, one more thing: as discussed, the new Bonehoard is generally darker than the original, and while I agree this looks better in screenshots, you need to be careful not to break the game s visual communication. Players need to be able to identify viable hiding spots by sight, and if you re darkening everything on screen you run the risk of creating dozens if not hundreds of new problem spots, where areas that look dark enough to hide in are actually dangerously exposed. If you re going to change overall brightness of scenes or entire levels, you re going to have to extensively playtest every affected area to make sure you haven t knackered the shadows and you will definitely need other people s input on this.

Anyway, hope you keep at it, I personally think most of it is looking good now, and it could be an excellent upgrade when it s finished.

So, with all of the varying opinions about which textures improve the originals and which ones take away from them, one thing remains unchanged: This is one hell of a good reason to play through the game yet again.

Man, haven t been on here in a while

Most of the textures look great to me, though I must admit I don t really care for the redone textures in Constantine s mansionthe original look was 90 of the atmosphere in that mission. It s just not the same without the pagan sigil on the walls and windows.

Here is a Beta 0.3 Version.

The following original missions are patched:

Lord Bafford s Manor not finished, Break From Cragscleft Prison not finished, Down In The Bonehoard not finished, Assassins not finished, The Sword not finished, The Haunted Cathedral not finished.

329. dds textures

YOU NEED DDFIX TO USE THE TEXTURES.

How to install:

Make a backup from all your original files before you override it

If your. crf files are in the res folder.than copy the files from the crfs in your res folder.

Use the following line for the TexturePath in your ddfix.ini:

TexturePath res ddfix

You need a High-End Video Card PC for this textures.

please use high HD-Anti-Aliasing if you cani use x16

and i say it againthis is only a beta version

Gecko

Last edited by Gecko; 31st Mar 2012 at .

Thanks Downloading.

here you can download the new 181 textures. you can use it for your own FM s

here are examples in a low resolution:

texture examples - low resolution

Download in High-Resolution:

Last edited by Gecko; 17th May 2011 at .

What s the purpose of CRFS sub-folder in your archive. All my resource files are in RES folder, it s the way the latest DarkLoader names it. Should I replace resource archives there or re-pack them, overwriting files inside.

hm okay my. crf files are in the crfs folder.than copy the files from this folder in your res folder. But make a backup first. i don t know if that works.

Last edited by Gecko; 18th May 2011 at .

What s with the solid red hammers.

Originally Posted by jermi

What s with the solid red hammers.

i don t understand your question. what do you mean

I think the question is what that solid red hammer imprinted into metal is supposed to replace. I can t think of a single texture in the original game that looks even remotely like that.

Is it for the smelting moulds.

It s for an Inverted Hammer sign on some doors in the Hammerite temple I suppose

But those are decals, they don t have rusted backgrounds.

I have forgotten to integrate the ntexdds.crf folder to the archive

and u have to set the correct path resname_base. NTEXdds. res in the install.cfg. . my path for example is like this: resname_base. EP Thief1. EP. NTEXdds. res

NOW it should work..

Sorry again

The screens look amazing. I cannot wait to play the finished product.. Great work Gecko. My only question is, what s the difference between this gold texture patch and the Enhancement Pack in the making, a few threads above.

Artistic direction.

Gecko s pack aims to replace the textures in Thief with high-resolution replacements, often very different from the originals that they replace. It is a complete re-imaging of the game.

The EP aims to reproduce the original textures in high resolution, while keeping as close to the original design as possible. The texture should look the same, but better.

Sweet, I see. Well, I m looking forward to both. I need a reason to replay Thief again. You guys are doing a fantastic job as far as I can see, please PLEASE keep it up.

Just wanted to say thanks for doing this texture pack, going to give it a go today as i have not played thief gold for ages.

Thanks again.

Looking very good Gecko, I have only one critique.

The street cobble texture tiles poorly, you can overly see where the texture repeats. Speak to Melan about using one he created, have a look in return to the city version 2 to see what it looks like.

Pretty pimpin. Yeah, bikerdude s right ;-

Any news.

BTW link no more working.

Originally Posted by lowenz

Mirror.

THX clearing

update coming soon.

Some of the updated textures, like for example, the floor ceiling don t compliment each other.

Downloading now thanks to Gecko for the work and thanks for the mirror.

I can t get this working, the ntexdds.crf file is missing from the mirror and the original page is down, anyone happen to have this. Gotten most FMs working I think Got myself a new print of Thief: The Complete Collection from Mastertronic and seems to work just like most other versions, got the EP floor working at least and 1920x1080 resolution DDfix.dll etc but missing this mod

I think the crf file is all that is needed.

Originally Posted by Ferrat

Yeah I have it, I can upload it in a bit.

EDIT: Nevermind I don t have it, the files listed on darkfate.ru are huge like 348 MB. I think the files are in there just not in crf archive.

Last edited by AluminumHaste; 9th Feb 2012 at .

Originally Posted by AluminumHaste

No sadly they don t as far as I can tell, even tried searching the rar file for it but nothing, some textures seems to be replaced but not all

New screenshots of The Haunted Cathedral

You have to wait a bit to see the screens in full resolution because the pics are very big

Screen1

Screen2

Screen3

Screen4

Screen5

Screen6

Those screens l,ook bloody Awesome gecko, the 1st one is very DrK like. But I would say the last screen, while its looks good with the dirty textures the tiling scale on some of the surfaces need to be increased so the tiling is less evident.

Otherwise keep up the impressive work, at this rate playing TG will be like playing a new game. Can I also ask if you are updating all the textures for the Ai all other objects in the game as well

I was gonna say it d be nice to see some screenshots, and then there they are.

May I suggest though, that some screenshots are posted on the first post of the thread for easy viewing.

Pretty nice textures Gecko, though for me they feel a little.. I don t know, like they don t gel too well together. The contrast between each texture feels a bit much. Hard to describe, I m not sure I explained that really well, sorry. Also don t take that the wrong way, just trying to give constructive criticism.

I really like the mossy floor texture, however I noticed in screen3 most specifically that the moss is noticeably repeated when tiled. Perhaps you could go back and tweak the moss on the texture a bit so it doesn t look as repeated when tiled. Does anyone else see what I mean by that.

I was going to say that it makes the Old Quarter look like a toxic waste dump.

But then I didn t.

Nice troll there. I d love to say more about your post but I don t want to derail this thread any further with pointless argument.

For some reason I cant download the pack from clearings mirror.

edudrekib

Can I also ask if you are updating all the textures for the Ai all other objects in the game as well

I think not all objects. But many of them. new ai textures aren t easy I think. But I will try it. More screenshots soon thanks for all critic.

Originally Posted by Goldmoon Dawn

For some reason I cant download the pack from clearings mirror.

Mirror:

Well thank you very much.

I got it, but damn me if as usual I cant get the damn thing to work. Has anyone posting in this thread actually tried it, or know of anyone who has. Looking at screenshots is one thing but playing it in game could be different. I want to try. A big problem I have had with these types of things is that there is rarely a complete walkthrough in plain english that explains step by step how to do everything. I still play on my 98 system with classic crt. lol Ah, but oh well, Ide rather live in 2001 than 2012. My point, is that I have never had any imminent inclination to ever try ddfix. I think that is needed here. I tried to do the ddfix thing, but nothing I do works, because I am almost certain that there are lots of little steps that I just am completely unaware of. ddifx, for example. The version I ended up downloading, when unzipped, called for a file that wasnt present in the zip. Story of my life. Thank you for your time, Taffers.

The file, I assume you are referring to, is the msvcrt.dll or whatever it s called. That means you need to download Microsoft s. NET package if I recall correctly. And I think it s 2.0 but I could be wrong. Anybody out there can confirm this.

If you are on 98, I don t see any need to use ddfix unless of course the game is not working out-of-the-box as it were. The whole point of ddfix is to patch the game for modern hardware, although I guess one of the good benefits of using ddfix is that you can take screenshots in a different format and can play in 32-bit rendering, etc.

I haven t tried this yet, but if you look back a few posts you can see that you aren t the only one who is having a problem with this.

Once more Screen7

Originally Posted by sNeaksieGarrett

The file, I assume you are referring to, is the msvcrt.dll or whatever it s called. That means you need to download Microsoft s. NET package if I recall correctly. And I think it s 2.0 but I could be wrong. Anybody out there can confirm this.

This is from the readme file I have in the ddfix folder:

XX

XX Manual version:

Extract ddfix.dll and ddfix.ini to the same directory as thief2.exe

Open thief2.exe in a hex editor, locate the first instance of DDRAW.DLL and change it to read DDFIX.DLL. This is at offset 0x27996C in my version of thief, but may vary

open ddfix.ini and change the screen resolution there to match what you want to use in game. Using your desktop resolution is recommended, but anything will do as long as it s 800x600 or above. If required, you can also turn on the duel core and video fixes here.

Open cam.cfg and edit the game_screen_size line to match the resolution set in ddfix.ini

XX GUI version:

Extract ddfixGUI.exe, ddfixGUI.dll, ddfix.dll and ddfix.ini to the same directory as thief2.exe. Run ddfixGUI.exe, click apply patch and choose the resolution you want.

On windows vista, the GUI must be started with admin rights to avoid issues when trying to patch thief2.exe. Use -noadmincheck as a command line argument to disable this check.

You can use -createdefaultini to replace ddfix.ini with an unedited original copy. This will also be done automatically if ddfix.ini doesn t exist. /readme

------------------------

I went for the GUI one, but my extracted folder doesnt have the ddfixGUI.exe file. So to my horror, I gave up right there.

I dont want nor have ever needed ddfix, as I had mentioned previously, but for some technical reasons beyond my grasp his texture patch requires it.

Oh, ddfixgui.exe. I just recently uploaded a copy of ddfix 1.3.11 that includes that, here.

It s not really required, you can easily do the manual install of ddfix but if you really want ddfixgui, well I ve now given you the link for it.

Thank you sNeaksie. Now when I run the ddfixGUI.exe, I get the damn error message:

The application failed to initialize properly 0xc0000135.

Keep in mind that not only do I still use Win98, but the computer itself is from around 2001. Not only that, but its a cheapo that I built. It runs all my favorites nice enough. Dont laugh now

Intel Pentium 4 - 2.40 GHz

504 MB Ram

Onboard Video

I also put WinXP Professional on a partition to get this guys patch to work. Wait is this pack gonna bring my computer to a crawl. lol

Microsoft s. Net framework 2.0 is needed to run ddfixgui.exe, check to make sure you have that.. Could be why it s not working but I m not sure. May just be that it doesnt work on windows 98. If you don t want to mess with ddfixgui then just do the manual version method as you posted above.

Last edited by sNeaksieGarrett; 23rd Feb 2012 at .

As a UT level designer I can really appreciate all the work here, I know it makes some serious changes but HOW COOL. and thank you for your hard work.

I was going to say that it makes the Old Quarter look like a toxic waste dump.

Have you seen your texture packs.

I d sooner ask Milli Vanilli for singing lessons than ask you for art advice.

Still, the limits of simply replacing the textures are obvious. How feasible is the idea of reworking the actual maps and their use of textures, tiling etc.. I don t want to dive into the legal issues, just know if something could be done about it.

Is it just me, or does this sound like love.

goddamit I miss avalon

Originally Posted by Beleg Cúthalion

Still, the limits of simply replacing the textures are obvious. How feasible is the idea of reworking the actual maps and their use of textures, tiling etc.. I don t want to dive into the legal issues, just know if something could be done about it.

99 of my textures are from www.cgtextures.com

And i spend hours and days to make the new textures fit. The Brightness of the texture is so important for the whole atmosphere. I use Photoshop for it

I have so often replaced my first texture by a new one because I thought it s a better one and more matched too the mission

Everyday I learn something new when i work with textures.

In recent days I ve taught myself how to edit normal textures to use it for tilling

That s great. now i can use a much higher resolution and all the textures which are not tiled.

Screen8

99 of my textures are from www.cgtextures.com

Forgot to mention: AWESOME work so far, GECKO

Keep it up

Very nice work, many thanks..

The textures flicker enormously. Is there a way to fix this.

I have enabled all possible quality settings in the Nvidia control center - but it did not change anything.

Anyway good job.

Found Thief Gold Texture Pack by leo71070 ThiefGoldTexturePack.rar

The original game doesn t support any modern texture file formats, not to mention other limitations such as dimensions of textures or color depth. That s why you NEED ddfix for these textures.

As for getting ddfix to work on win98, forget it. The api s that it depends on either don t exist for 98, or they are hopelessly outdated.

The original game doesn t support any modern texture file formats

Quit good. But I am sure, we ll need DDFix for a while, also for transponding into 2013. Don t think about v _sUeGC-8dyk. Gecko still works around it and it ll fresh a couple of new experiences for the Gold-Empire. Win98 should be ever mentioned, too, because it doesn t need so much power. We will remember this at time.f my english knowglege.

A preview video of the OM The Haunted Cathedral.

You can watch it in 1080p if u want.

Enjoy it

kyrXiMk5NnA

Last edited by Gecko; 5th Apr 2012 at .

Looks amazing

Love the textures Great work

Wow, thats amazing. Hope to see more.

here you can download only the NTEXdds.crf file.

updated file:

tgold_texture_patch_beta0.3.rar - 348 MB - UPDATE

Hi. Great work with the textures. Could you upload ntexdds.crf. It s not here

Mihai85

please remember that this version is very old. some textures in the 0.3 version were replaced by much better textures. For example all textures in The Haunted Cathedra

If you want to enjoy full HD textures and the finished patch versionincluded the textures for ALL OM s you have to wait..

Originally Posted by clearing

Found Thief Gold Texture Pack by leo71070

No thread reference.

Looks pretty good - looks a lot like the old textures. And also, I may be mistaken but it appears like there is a mixture of old and new textures in there.

Gecko:

At about in your video, to the left there is a mostly green texture. Also used somewhere else. To be honest, it doesn t look very good in my opinion. Seems too green and contrasts too much with the surrounding textures. Perhaps you could find another texture for that. Just my 2 cents.

Last edited by sNeaksieGarrett; 11th Mar 2012 at .

Could you please upload the old NTEXdds.crf file. I know that new version will be coming soon but I want to play with your old texture pack at the moment rather than with the original textures from ThiefG.

Thank you in advanced.

Gecko, what the status. When would you like to release your tex-pack.

Originally Posted by Mixthoor

Gecko, what the status. When would you like to release your tex-pack.

Okay i would say that 40 of the missions are finished. Because i use a new methode for better and higher resolution with textures I have replaced much of

them. I will post more videos soon. Sorry but i can not work every day on it

Last edited by Gecko; 28th Mar 2012 at .

Ah that actually looks pretty good. I really liked the Ramirez hallway and The Sword s hallway you showed.

If anyone ever manages to hack the Dark Engine to support normal and specular mapping, I d be happy to volunteer in the project of creating those for all the textures.

But I doubt it will ever happen, because of the way the supposed owners of the source code have handled the issue.

This is an awesome and impressive undertaking, I truly hope you continue to work on it and finish it because I itching for another playthrough with your textures in place.

I have to admit that I haven t been following this. I should have been as I can see I ve been missing out. Looking very good indeed.

Nice, you ve got a moddb profile. One thing, it should be cathedral not cathedra

Come on Gecko, we are waiting for download link

Wow Beautiful.

Please hurry. I am going to replay Thief Gold soon and would love to do it with this patch.

Good work done sofar.

Edit:

There is a texture pack released.

Is this going to be crisper.

Last edited by Psychomorph; 15th Apr 2012 at .

Wow this is really different from the first download. Looking amazing. sooooooo when can we get a download. D

Wow this is really different from the first download. Looking amazing. sooooooo when can we get a download. D

1

I had just re-installed Thief Gold and wanted to re-experience the awesomeness that is Thief in fanatical anticipation of Thief 4, when I was playing The Sword and noticed the low-res textures. I thought Gee, there must be some kind of texture patch for this game by now, so I did a search and found your work.

Sweet, sweet excellency. I can t say much more than your screenshots make my eyes pop with joy.

The Dark Project is a masterpiece, and, in this age of HD standards, your re-texturing talent will help make that m a capital M for our Modern age.

I just want to say Good god, man. Keep up the awesome work, you are doing a fantastic job.. I look forward to the release of your texture patch almost as much as Thief 4..

wets pants in anticipation of playing The Dark Project in full HD glory

Cipher X

Also, major thanks go out to all re-texturing artists for their hard work in bringing new life to excellent games of yore. Your efforts are greatly appreciated.

As these games have just released on steam, I m playing through my all time favorite games - Thief 1 2. Your texture pack looks AMAZING. So. Can we have it now. How soon will it be released. I m already almost half way through Thief 1.. if it will be out soon I will wait to finish it.

Really excited to try this. Looks like great work. I was just curious, will these new textures at all affect any of the fan missions available for the game.

I m curious: Will the in-game models for items actually be changed in any appreciable way, as in the Thief Enhancement Pack. Or is it strictly textures.

I have some new screenshots with a new plants landscape.

You can see the difference between the old and the new level design.

Especially i like the new greenhouse window

Captain Spandex

Only textures. It s too complicated to create complete new modelssry.

It looks awesome.And that greenhouse window

Originally Posted by InfinituS

Is the plan to redo the entire game first then release. Man Q4 2012 seems like forever from now.

Looking amazing though.

Gecko, I really admire the work on your texture patch. Awesome work, keep it up.

Regarding the last bunch, the difference between the old and new greenhouse is quite significant. Don t know if you want to stick close to the original or rather a more free conversion, but in case the former I d try to make the glass a bit darker, as well as the plants. While the new look is significantly more vivid, which is a great thing, it doesn t entirely capture the dark mood of the level. Just my two cents. Great work overall

Last edited by Gecko; 16th Jul 2012 at .

Wow, looks incredible. KEEP UP THE AWESOME WORK

The Keep for Thief 1 and 2 FMs, Shadowdark for Thief 3 and Dark Mod FMs

My jaw droppedwhen can we expect this.

Some new images

very nice work there mista.

Wow. Stunning work there.

I ve contemplated updating my site with Thief Gold video walkthroughs, but I am most definitely going to wait for this release. Absolutely stunning.

A brand new zombie texture and some new screenshots for you.

Dead trees and bushes in The Haunted Cathedral.

Also new grave textures.

Last edited by Gecko; 21st Aug 2012 at .

I am more impressed for each update Gecko.

Any release date prediction.

The new zombies look like they ve been covered with plastic wrap.

They d probably benefit from looking less fresh, too.

I can t believe what I am seeing.

magnificient.

So very much looking forward to playing Thief Gold in 3D with Gecko s texture pack.

he looks kind of.. sad. it makes me want to give him a hug to cheer him up.

Originally Posted by voodoo47

I know what you mean Because the symmetrical blood tracks coming down from its eye. That looks like tears. I will change that.

If its been said once its been said a hundred times, this pack will make TG look and feel like a completely new game. This will probably be the first time I will have played any game ever, a second time.

Keep up the unbelievably stunning and absolutely awe inspiring work young man.

How close to finished is this now. I recently got the complete collection and was ready to start replaying when I saw this. Should I wait.

Last edited by thief.; 26th Aug 2012 at .

Originally Posted by thief.

Should I wait.

You should. I am also waiting with replaying it.

Here is a Beta 0.3 Version.

I m currently using the Beta 3 texture pack, I know those aren t current to your recent work, but I did like the highres look. I can t get it to work now. I did a clean install of Thief Gold from GoG, then used TFix. Thief runs great, so I downloaded your pack tgold_texture_patch_beta0.3.rar, and extracted it to my thief directory overwritting everything.

But the new textures still aren t working.

I have this in my ddfix.ini:

TextureReplacement 1

Am I missing something.

Nevermind I forgot to add. NTEXdds to the resname_base It s working now

Nice work as always mista.

When the Mod is finished there will be a setup tool where you can choose between different versions of skins for the models. i think this is the best way for everyone

For example a gray skin or colored skin for a zombie.

Great

the mod is also on facebook now don t forget to like it

www.facebook.com/ThiefGoldHdTextureMod

These shots are brilliant gecko and I notice the liberal use of Darkmod textures ;- The checkered texture that you used in the first few shots and the carpet on subsequent shot isnt lined up correctly though.

Hi bikerdude,

Thx.

Hm, this textures are from cgtextures.com

I don t know if they are also used in the darkmod. Which texture do you mean exactly.

With the carpet textures you are right. I will change that.

Some new screenshots: The Haunted Cathedral Undercover

Last edited by Gecko; 15th Sep 2012 at .

The Cathedral looks absolutely beautiful. Looks like soon I m going to replay through TG once again. That s some very nice work you ve done.

Just gorgeous. Very, very nice work.

Omg. Why does this look so good.

holy cow, that is jaw dropping. I barely recognize those places, very impressive.

They look fantastic. Just came back to thief because of the new patch. I wager this will work easily with that. Totally new to modding Thief though.

Originally Posted by Chaosmeister

They look fantastic. Just came back to thief because of the new patch. I wager this will work easily with that. Totally new to modding Thief though.

It not only should work fine with it, but will probably make it even slightly easier to make this texture pack, since it wouldn t be necessary to convert the textures to PCX or was it TGA. anymore, from what I ve read.

Yep, you can use TGAs, DDS, BMP. I think BMP, I know DDS and TGAs though. Gone are the days of dromed complaining about TGA textures too, apparently.

Yep, you can use TGAs, DDS, BMP. I think BMP, I know DDS and TGAs though. Gone are the days of dromed complaining about TGA textures too, apparently.

For sure, DDS is still the way to go and according to the release notes for this patch, you can just use straight DDS textures like you said.

Excuse my newbishness but how would I use the already released texturepacks with the new Dark engine patch. I understand all that ddif thingy is no longer needed and I can just use the files naked, but uhm.. how.

I guess you could use res/texturepackname then just have dds textures in there instead of pcx.

The new Patch 1.19 works only with the following texture scale: 512x512, 1024x1014, 2048x2048, 4096x4096 or a combination of it

This is very sad because 90 of my textures have another scale. I don t understand this because on ddfix dds files work with every scale. This means much work if i want to use my HD textures with patch 1.19. this is really annoying

Yes DDS does support non power of 2 texture sizes, but the optimizations built into graphics cards for DDS textures would be nullified if you use a nonp2 texture.

Am I correct in guessing that what Gecko s trying to say is that he s been using non-power-of-two texture dimensions.

OMFG.

For example the file b07.dds has a scale of 1900 x 1900. Patch 1.19 can t read it.

ZylonBane

Your comments do not help.

That s not overly far away from 2048, is it.

I know will change that

Last edited by Gecko; 1st Oct 2012 at .

well, all you or anyone who maintains any sort of texture or fixer pack can do is suck it up and convert everything so it will load with NewDark properly. trust me, once you get used to the new system, you won t be missing the clunky overrides at all. there is a price to be paid in the form of the learning curve, but hey, nobody ever said everything is easy in this world.

it s not like anyone will be using ddfix in the future. in fact, I doubt anyone is using it right now.

Last edited by voodoo47; 1st Oct 2012 at .

Am I correct in guessing that what Gecko s trying to say is that he s been using non-power-of-two texture dimensions.

We ve all made mistakes that would not have occurred in hindsight - and although it might seem obvious that p2 textures should have been the way to go from the start it s something that could and clearly was missed. I d encourage Gecko to stick with it and convert the textures to the necessary size even if it s a bit more pain in the short term.

I m looking forward and will quick change the texture scale. No problem

First comparison between v1.18 and v1.19.

v1.18

v1.19 Patch

v1.18 with my best DDFIX config

I think with DDFIX it s a bit sharper.

Now i have a question. Is it possible that i create a config for v1.19 with a similar effect like this.

First comparison between v1.18 and v1.19., I think with DDFIX it s a bit sharper.

Im guessing your using bloom in the DDFix image.

If you re shoving lower-res textures through the NewDark renderer, and/or the FSAA is more aggressive than in DDFix, then of course it s going to look less sharp.

Originally Posted by bikerdude

look for the bloom/hdr options in cam_ext.cfg haven t really touched them yet, so no idea idea how to tweak them to achieve the levels on that ddfix picture.

Firstly those are the HD textures from Gecko s pack, so hardly lower res. As Gecko has the skills to create a texture pack I m sure he made an effort to keep all relevant settings between each of his screen-shots similar to get a reasonable comparison. So any idea why the ddfix image is sharper or are we just going have another guess

Firstly those are the HD textures from Gecko s pack, so hardly lower res.

Do try to keep up with this thread, particularly the part about how he s apparently been creating non-power-of-two textures, which means he s had to rescale them to work with NewDark-- either down, which will lose detail, or up, which can induce blur. And if that s not the cause of the NewDark renders looking less sharp, then, as I already said, it s probably down to a difference in renderer filter settings.

he s apparently been creating non-power-of-two textures, which means he s had to rescale them to work with NewDark-- either down, which will lose detail, or up, which can induce blur. And if that s not the cause of the NewDark renders looking less sharp, then, as I already said, it s probably down to a difference in renderer filter settings.

Ah much better, factual and constructive.

Gecko, I see you have used a bunch of Darkmod textures, as the 1.19 patch supports. DDS and. TGA and apologiesd if this has already been said but you wont need to re-due any of those textures as they will already be po2 etc.

All I did in that last post was repeat things that had already been stated for certain people who hadn t been following the thread.

The textures don t lose quality because i use the original resolution. For example from 3000 x 1500 to 2048 x 1024. Because i ve used a lower resolution for v 1.18

I think also that s the filter setting.

I can only repeat it

This textures are from cgtextures.com and edited by myself in photoshop.

I don t know if they are also used for the darkmod. And if it is so, it is random.

But this site is really great. I can only recommend it.

Last edited by Gecko; 3rd Oct 2012 at .

All I did in that last post was repeat things that had already been stated for certain people who hadn t been following the thread.

Ah ok, fair enough.

This textures are from cgtextures.com and edited by myself in photoshop. I don t know if they are also used for the darkmod. And if it is so, it is random.

Well you have a few options -

All of out textures in the Darkmod are in. TGA which you can easily convert etc. But if you use the 1.19 patch you can just use them as they are, but also you can make use of our. DDS textures.

thx bikedude. i will check the darkmod textures

First test with HD leaves on patch 1.19.

That s pretty good.

Doesn t look bad, but the leaves are a bit too light and I imagined Thief s trees to be denser, with more branches.

WRT CGTextures, it is definitely my favourite texture site. I wonder, though, where did you get the rest of your textures. Did you create them yourself. Or find them somewhere else. Some of the decorative stuff is to die for. When this gets released, I will seriously have to consider a HD texture version of Disorientation.

Yes. The rest of the textures are created by myself.

And new leaves

Last edited by Gecko; 4th Oct 2012 at .

With the 1.9 patch and this mod due for release, I m really excited about my next play of Thief.

On a tangent; with 1.9 out, is there a need for ddfix anymore, or does that provide functions that 1.9 doesn t. and is it compatible with 1.9.

P.

ddfix is not required, or compatible.

I can see the tiling in that grassy or mossy texture on the ground.

Those trees look fantastic though.

Also, that stone walkway I don t know about in that picture since there isn t an AI standing next to it, but in a previous picture showing off bafford s manor, the stones seemed too big. They were like larger than the AI s foot on the ground it seemed like. I think maybe if you scaled that texture down or found a different one to fit the scene that would be good. Just my two cents.

sNeaksieGarrett

I will change that

32bit X2 Lightmaps:

Looking good there Gecko, but another thing that comes to mind and I dont know if this can be done in the 1.19 is decals. that door way in the 1st pic looks a bit too clean. We use them in TDM to give that dirty up look to things, so If you cant do that in 1.19 then you could ad the dirt decal to the original texture.

Looking good there Gecko, but another thing that comes to mind and I dont know if this can be done in the 1.19 is decals. that door way in the 1st pic looks a bit too clean. We use them in TDM to give that dirty up look to things, so If you cant do that in 1.19 then you could ad the dirt decal to the original texture.

I think that may be one purpose behind the new link from modders_notes :

New Link: DetailAttachement

-----------------------------

This link type can be used to attach non-physical objects, aka detail objects, to other objects. It more or less

works just like ParticleAttachement links but also allows specifying an offset transform and attaching to

sub-objects like for example a door handle. Just like particle attachments, archetypes may contain detail

attachments. When creating a concrete from such an archetype, the attached objects will automatically be created

and linked too, and when the object is deleted the attached objects are deleted along with it.

The command dattach_link can be used to create or update a DetailAttachement link between two concrete objects.

The relative pos/rot of the created/updated link is automatically calculated so that that the current world

location of the detail object remains unchanged. That allows visually placing and aligning a detail object where

you want it, and then create the link with the correct vals.

There s a special type Transparent Decal that attaches to an object like the Object type, but it s a special

purpose link type that can be used to attach transparent decal objects to a transparent object. For example if you

have a blood decal that uses full alpha that you want to place onto a window object, it will most likely cause

alpha sorting problems it will be on top of the window from certain view positions and below from others. This

can be solved by detail attaching the decal to the window with the Transparent Decal type. In order for this

link type to work the decal object must have Has Refs set to FALSE/unchecked. Using the dattach_link command

it will automatically add the Has Refs property with the correct value.

The Transparent Decal link type makes use of two additional params decal plane norm and decal plane dist,

which define the plane in object space onto which the decal is placed. For example for the top surface of a

cube shaped object with dimension 2, the normal would be 0 0 1 and the plane dist 1, the bottom surface would

be 0 0 -1 and dist 1. When the transparent object is rendered it can then determine if it s behind or in front

of that plane to know if the decal should be rendered in front of behind. For box/OBB shaped objects like windows

and doors, you can usually avoid dealing with the plane parameters if you use the dattach_link command, it will

try to automatically determine the plane.

Sweet, but only works for flat objects.The door in the above screenshot appears to be one from the Enhancement Pack that adds modeled detail. Dark doesn t support projecting decals onto 3D surfaces like newer engines do.

Last edited by ZylonBane; 6th Oct 2012 at .

You can go around that by using non-solid objects as decals, like the cell block numbers and inverted hammer signs from Thief. With the expanded capabilities of NDark, you could have a lot more of these in a map.

That s looking pretty good.

I just thought about this though: has there been any thought on how updated versions of the OMs will be distributed for non-dromed types. Updated as in lighting being rebaked into 32-bit or 32-2x.

I must have looked over that discussion.

Originally Posted by Melan

You can go around that by using non-solid objects as decals

Uhm, go around what.

The lack of a built-in decal capability in the engine.

Err, yes, okay but that doesn t help with the shortcoming that I pointed out, that using object decals in Dark only works on flat surfaces. And everybody already knows Dark can do that-- SS2 uses hundreds of them. What more advanced engines can do is project decal textures onto arbitrary 3D geometry. We re out of luck for that approach.

baked shadows:

Ok, another question then -

With the new rendering speed maps can be baked at, would it now be possible to factor in ambient occlusion or a equivalent

Of course it s possible. Why wouldn t it be possible. It s just math. and it s called lighting, not baking However, that would require the mystery devs to pretty much rewrite Dark s lighting engine from scratch.

Anyway, ambient occlusion is a realtime hack. What we d really want is radiosity lighting.

baking has been used before on a few places I ve frequented, when it comes to lightmaps.

Of course, you can misconstrued that into a cheap joke, or even worse, call me out for realizing that.

Err, yes, okay but that doesn t help with the shortcoming that I pointed out, that using object decals in Dark only works on flat surfaces.

Ah, yeah, that s correct. I misinterpreted your post, sorry.

New climbing plant

Last edited by Gecko; 8th Oct 2012 at .

Zombie Skin:

Gecko, awesome looking shots.

Or both

Absolutely stunning

do you have an estimate release date.

That s something.

If I had both this and Dishonored in my hands right now, it wouldn t be an easy choice between them.

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