CrisGer on 19/10/2010 at 15:46
I am working my way to my first working install of THIEF 2 and have run into problems with the enhanced textures working right.
I installed 1.7 complete and tested and the game ran fine, movies showed fine, got menu set options and started the first mission and got to into the house....all textures were showing normally.
Then i added NTEX and things were still ok but i was not sure if the new textures were showing. But i proceeded.... then i added EP 1.1 to get the improved models and textures for them..... but things started to go wrong. I got washed out textures outside on the ramp to the basement door, instead of wood planks it is all gray and the ground up above is too, instead of grass...
Inline Image:
http://img521.imageshack.us/img521/6763/textureproblemt2.jpgAnd inside the stairs up to the upper floor were just flat gray instead of textureed. So i figured maybe i needed the dds fix to make things work right.
I added the dds patch and it said the game was patched. But i saw the button for Texture but i did not know what to do with it. It asked for a path...is that where i am supposed to set the new textures up for dds fix to run?
When i tried to run the game with the dds fix patched....i got the menu but the cursor would not move....it was frozen.
any ideas? :) any help much appreciaed.
this is my Dark Install cfg currently
cd_path E:\
install_path C:\games\Thief2
language english
resname_base .\NTEXdds+C:\games\Thief2\res+E:\thief2
load_path C:\games\Thief2+E:\thief2
script_module_path C:\games\Thief2+E:\thief2
movie_path C:\games\Thief2\movies+E:\thief2\movies
i took out the Ntex files and got the original textures back...
Inline Image:
http://img340.imageshack.us/img340/4706/62557087.jpgAm i suppsoed to use DArkloader to run the game once new textures are in?
I tried running the DD fix again and this is what the cfg says currently....the mouse is still frozen...cant move it in the menu screen.
[Main]
;Screen resolution
;Must be 800x600 or greater
gWidth=1024
gHeight=768
;Refresh rate. 0 is default, anything else to override.
RefreshRate=0
;Set to 1 to fix the duel core related crash
MultiCoreFix=1
;Set to 1 to automatically register lgvid.ax each time thief is started up
VideoFix=1
;This can be set to zero to get a more accurate z-buffer
;Doesn't usually make a noticable difference to picture quality
UseCompatibleZBuffer=1
;Turns on the 32 bit texture loader
;This is also required by global fog autodetection
TextureReplacement=1
;Set to 1 to disable the windows keys while thief is running
DisableWindowsKey=1
;Set to 1 to enable anisotropic filtering
AnisotropicFiltering=1
;If you want to share overriden textures between thief installations, uncomment the next line
;It should contain the absolute path to the equivilent of \res\ddfix, including the trailing \
;TexturePath=C:\Games\Thief2\res\ddfix\
;Triple buffering. Boolean. (Default 0.)
;TripleBuffer=1
;Number of vsyncs per flip. Increase this number to decrease frame rate. 1-4. (Default 1.)
;FlipInterval=2
;Frame rate limit in frames per second. Float. (0 = unlimited.)
;FrameRateLimit=87
;Menu screen update delay in milliseconds. This is needed only if vsync is off.
;(Default 0, 0 = no delay.)
;MenuUpdateDelay=14
;Menu/video screen aspect ratio. Float. (Default 1.333, 0 = fullscreen.)
;MenuScreenAspect=0
;Enable per-mission ini files. Boolean. (Default 1.)
;For <name>.mis, the per-mission ini file name is <name>.ddfix.ini.
;A per-mission ini file may contain [PostProcessing] and [Fog] sections.
;EnableMissionIni=0
;Enable gamma correction. Boolean. (Default 1.)
;EnableGamma=0
;Changes the way direct writes to the frontbuffer are handled
;SS2 players should set these options to '2' and '0xf81f' respectively
;Thief 2 players with corrupted in game text should use '2' and '0x0000'
;Players who experience slowdown with UseSysMemOverlay=2 should set both options to 0
;UseSysMemOverlay=2
;OverlayColourKey=0xf81f
UseSysMemOverlay=0
OverlayColourKey=0
;When TextureReplacement=1, the MemAddr section can be used to set the memory addresses
;to patch. The following executables are currently detected and memory patches applied:
;T2 v1.18
;[MemAddr]
;CopyTex=0x41D948
;MipMap=0x41D96B
;CreateVidTexture=0x62A67C
;TextureExists=0x5BD427
;CreateFile=0x60015C
;BltPrimary=0x591440
;TG v1.37
;From Assidragon in this post:
;(
http://www.ttlg.com/forums/showthread.php?t=117616&p=1719806&viewfull=1#post1719806)
;[MemAddr]
;CopyTex=0x418BEE
;MipMap=0x418C11
;CreateVidTexture=0x5DA9B4
;TextureExists=0x576978
;CreateFile=0x5B614C
;BltPrimary=0x548480
;SS2 v2.3
;From Assidragon in this post:
;(
http://www.ttlg.com/forums/showthread.php?t=117616&p=1719785&viewfull=1#post1719785)
;[MemAddr]
;CopyTex=0x419B5E
;MipMap=0x419B81
;CreateVidTexture=0x65A768
;TextureExists=0x5E3451
;CreateFile=0x62A168
;BltPrimary=0x5B89C0
;Dromed2 v1.18
;[MemAddr]
;CopyTex=0x425A18
;MipMap=0x425A3B
;CreateVidTexture=0x6DB2E4
;CreateFile=0x6B00D8
;BltPrimary=0x62F870
;Dromed v1.37
;[MemAddr]
;CopyTex=0x42039E
;MipMap=0x4203C1
;CreateVidTexture=0x699D34
;CreateFile=0x66E1AC
;BltPrimary=0x5EF960
;ShockEd v2.12
;[MemAddr]
;CopyTex=0x42105E
;MipMap=0x421081
;CreateVidTexture=0x72310c
;CreateFile=0x6EF0DC
;BltPrimary=0x66C250
[PostProcessing]
;Enable postprocessing. Boolean.
Enable=0
;Include overlay in postprocessing. Boolean.
Overlay=1
;Modulation for the unbloomed frame buffer. 0xrrggbb.
Base=0xffffff
;Saturation of the unbloomed frame buffer. 0-255.
;(255 = full saturation, 0 = pure grayscale.)
BaseSaturation=192
;Bloom intensity. 0-255. (0 = disable all bloom processing.)
Bloom=255
;Gain from bloom level to the next. 0xrrggbb. (0x404040 = zero gain.)
BloomPersistence=0x404040
;Bloom saturation. 0-255. (255 = full saturation, 0 = pure grayscale.)
BloomSaturation=128
;A per-level zoom-in factor. Integer. (0 = no spread.)
;This makes the bloom spread out (positive values) or in (negative values).
BloomSpread=0
;Colors below this will cause no bloom. 0xrrggbb.
BloomThreshold=0x202020
;Trailing and afterimages. 0xaarrggbb. (0 = no trailing.)
;The rgb components modulate the trail color, while the alpha component governs
;how much of the bloom from the last frame is blended into the current frame.
BloomTrail=0x80ffffff
;Shift left for the bloom source. Integer 0-8.
;The result of applying threshold (which is actually a subtraction), is
;multiplied by 2**BloomShift.
BloomShift=0
;After applying BloomShift, modulate the result with the original frame buffer.
;Boolean.
BloomShiftRemodulate=0
[Fog]
;Enable fog. Boolean.
Enable=1
;Global fog. 0 = no, 1 = autodetect (requires TextureReplacement=1), 2 = force.
Global=1