This mod will be taking the base game and bringing it to DirectX 9.0c at first to enable the use of Shader Model 3.0. This will allow for Parallax/Displacement Mapping or maybe Relief/Offset Bump Mapping, Procedural Textures(maybe), Subsurface Scattering and Transparent Materials. I will do my best to reach out to and collaborate with more devs to bring HDR, Soft Shadows, and High Precision Rendering to the game. I will look into relief mapping with self shadowing or steep parallax as an alternative to POM. This should allow for a more modern look to the game as well as improving the look of characters and the environment.

Post news Report RSS Lighting Improvements/ and Hardware Tesselation

Lighting Upgrades and Possibility of Hardware Tessellation

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So one of the first things I would recommend doing to the game is using Ambient Occlusion.
For Nvidia users go to your control panel to activate(or use nvidia inspector to force it), for AMD get RadeonPro(http://www.radeonpro.info/download/). For people with older hardware or Intel graphics chips use EnbSeries.
For Thief Specifically use Enbdev.com
or the injector Enbdev.com
I would also try this for texture replacement dxtool

In the mean time I will also be looking into trying to get some more people on board to get high poly models so that hardware tessellation could be enabled for Ati users, given that DX9 to my best knowledge does not support tessellation.

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