snobel on 3/2/2020 at 08:56
The best way would be to add it as a new mod in the SU's Installed Mods folder, but I have to make the SneakyTweaker aware of it. For now, sharing space with the Garrett animations mod is the best/cleanest way.
Create new folders, C:\ProgramData\Thief 3 Sneaky Upgrade\Installed Mods\Garrett Animation Tweaks\Content\T3\VideoTextures for the videos and C:\ProgramData\Thief 3 Sneaky Upgrade\Installed Mods\Garrett Animation Tweaks\Content\T3\PCTextures\DynamicallyLoaded for the textures and unpack there. If the Garrett animations are not wanted, just rename the Content\T3\Skeletal* folders and the System folder.
A new thread wouldn't hurt, to get the videos some attention, but you should really make a simple installer for them, or at least a powershell script to set up the VideoTextures folder and copy the files in there (and optionally disable the Garrett animations).
I'll see if I can help with the cubemaps.
Akven on 3/2/2020 at 12:32
snobel
I'll create paths manually and I think user will just choose to which mod folder he will copy them.
I installed videos to additional briefings mod - I think it is the most logical choice)
Akven on 4/2/2020 at 17:56
Found new bug in materials))
DUNbanner02_D material category set to Carpet
but
Dunbanner_D material category set to Ceramic
Dunbanner_D is clearly a carpet by the look of it
KURwall512C_D is a Metal, but all other walls are StoneClimb
I don't know what it changes ingame, maybe affects the sounds material makes.
I suggest we apply standard env_noise_01 Reflection to all the metal surfaces, glasses and maybe some ceramic surfaces with different amount values.
snobel on 5/2/2020 at 07:51
Quote Posted by Akven
Dunbanner_D is clearly a carpet by the look of it
A banner would definitely be closer to carpet than ceramic. :)
Quote:
I don't know what it changes ingame, maybe affects the sounds material makes.
Yes, and StoneClimb would be for walls where the climbing gloves can be used.
Quote:
I suggest we apply standard env_noise_01 Reflection to all the metal surfaces, glasses and maybe some ceramic surfaces with different amount values.
Should probably also experiment a bit with the reflection alpha setting.
Akven on 5/2/2020 at 09:00
About 50 textures left to upscale in DXT1 (no-alpha) format. And about 150 normal maps.
There are about 150 DXT3 textures, but I think I'll upscale them by families or one by one when time to finally edit matlibs will come.
So the next task would be to edit/fix matlibs by creating new normal maps, adding emissive, reflections, reflection values and fixing wrong entries in material categories. There are a lot of bugs in matlibs judging on google sheets table.
Akven on 6/2/2020 at 11:51
Slightly went through all the materials, colored in red all the things that needs to be fixed in material category.
Akven on 8/2/2020 at 14:05
(
https://imgsli.com/MTE4NTI)
It's not visible too much on the static screenshots, but in motion this blue highlight is much less artifacted because of upscaled normal maps. And I think I will recreate some jaggy normals like on torso.