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Thread: [Release] Thief Gold ESRGAN Texture Pack

  1. #126
    Member
    Registered: Feb 2012
    Location: Russia
    I can only improve those textures, for which there is higher resolution image is available.
    For example, this doors (only doors themselves) were in full-size image somewhere in mesh folder, I just rearranged squares with heraldics.
    And this picture with doorarc is the same size, but the doors on the picture much smaller.

    So I just took full-size doors with higher quality and placed them too door arc, downsizing to mach scale.

    If there is no high quality images, I can't improve anything.
    So if you know of such coincidences - I will look into them. Found two so far and several in previous version of the mod.

  2. #127
    Member
    Registered: Feb 2012
    Location: Russia
    The very first ideology of the mod was just to ESRGAN upscale textures without manual intervention. But since I'm capable of little improvements here and there - why not.

  3. #128
    Member
    Registered: Feb 2012
    Location: Russia
    Quote Originally Posted by Udo View Post
    As much as I appreciate the work, I donīt like it that the upscaling process seems to have desaturated a lot of colours.
    The carpets now look like if they have been washed with too muich bleach.
    It can already be seen in the linked samples:
    https://imgsli.com/MzgyMg/16/17
    I hope this will be fixed? Thanks.
    It was already fixed several months ago)
    I will update screenshots soon. Just a little bit confused in time between fixing Thief Gold textures, Thief 2 textures, creating T2X upscale project, learning Thief 3 texture properties and creating screenshots for Thief Gold and Thief 2. Also there are ongoing Thief Gold ESRGAN video pack update and Thief 2 ESRGAN video pack fixing.
    Last edited by Akven; 7th Nov 2019 at 01:39.

  4. #129

  5. #130
    New Member
    Registered: Aug 2018
    Location: Plymouth, UK

    ESRGAN for Thief TDP

    Greetings. ESRGAN for Thief TDP is great idea, definately better than HD surgeries which breaks Thief's visuals. In my opinion ESRGAN works for some textures, not all. Some textures looks cartoonish and need to be redrawn again to higher sesolution, based on original saturation and color palette. Adobe Ilustrator will be good I think, it can paint using vectors instead of pixels. An skilled 2D artist could make it.

  6. #131
    Member
    Registered: Feb 2012
    Location: Russia
    As I said before - the main goal of ESRGAN pack was to minimize human intervention. Just pure AI machine process without the need of a skilled texture artist (whom I am not). Indeed, subsequently I was induced to make some manual tweaks, mainly for fam/mech textures. Afterwards, some more tweaks here and there, but the goal is still the same.
    If you are able to create some textures and they have a maximum vanilla look - I have no problems in including them in my pack - for example, Corsair helped me with carry images (featuring Topaz Gigapixel).
    But I will not do it myself, I am not so skilled, I am just an engineer with two-clicks program

  7. #132
    Member
    Registered: Feb 2012
    Location: Russia
    Finally, small v1.41 update
    https://mega.nz/#!ml1E3AYQ!ivDk2cQ6t...hTNpfvZvAJznj0
    Unpack on top of already installed v1.4 mod

    Changelog for 1.41:
    -fam/temple/3levlin and it's illumination map were improved using full-size GLASS1 texture
    -fam/temple/cdoorbb was improved using full-size doorwy2 texture, previously improved in 1.4
    -fam/CATACOMB/BRSSDOOR was improved using BRSSLION texture
    -fam/CATACOMB/CON1SML was additionally upscaled 2x and improved using CON1 texture
    -fam/basement/TRIM1 was improved using TRIM4 texture
    -fam/basement/TRIM7 was additionally upscaled 2x and improved using TRIM2 and TRIM4 textures
    -fam/bafford/banner09 was improved using banner08 texture
    -fam/CHURCH/TRIM was replaced with higher resolution DETAL texture (it's the same picture in different resolutions)
    -fam/concastle/TRIM4 was improved using TRIM3 texture
    -fam/KEEPER/KWGRAINA was additionally upscaled 2x and improved using KWGRAIN2 texture
    -fam/metals/GRATMOLD was additionally upscaled 2x and improved using GRATE1 and GRATE2 textures
    -fam/Ramirez/PATIO2 was additionally upscaled 2x and improved using /Core/PATIO texture
    -fam/Ramirez/R09 was additionally upscaled 2x and improved using R14 texture
    -fam/RESCORE/wgrain01 was additionally upscaled 2x and improved using wgrain02 texture
    -obj/txt/BANNER9 was improved using BANNER8 texture
    -obj/txt/books01 was improved using /fam/RESCORE/books01a texture
    -obj/txt/BROKEN was improved using /fam/Mech/GWAL1_3 texture
    -obj/txt/doorhcat was improved using DOOROR3A texture
    -obj/txt/dorhcat2 was improved using doorhcat and CLOISTGT textures
    -obj/txt/GEARSM was replaced with higher resolution gearsc texture (it's the same picture in different resolutions)
    -obj/txt/grav4 was additionally upscaled 2x and improved using /fam/CATACOMB/LINK, SKULL and WING textures
    -obj/txt/grav6 was additionally upscaled 2x and improved using /fam/CATACOMB/LINK, ANGEL and PARTY textures
    -obj/txt/GRY4RVS was replaced with higher resolution GRY4RV texture (it's the same picture in different resolutions)
    -obj/txt/GTOMB2 was improved using fam/CATACOMB/BRSSLION texture
    -obj/txt/hammers2 was improved using hammers3 texture
    -obj/txt/oil2 was replaced with higher resolution oil1 texture (it's the same picture in different resolutions)
    -obj/txt/RUSTSF2 was improved using fam/Mech/COWALL texture
    -obj/txt/RUSTtfr was improved using fam/Mech/COWALL texture
    -obj/txt/SPLASH_1 transparency was fixed
    -obj/txt/trimx tiling was fixed
    -obj/txt/WGRAIN01 was improved using fam/RESCORE/wgrain02 texture
    -fam/KEEPER/KBOOKC1A was additionally upscaled 2x and improved using KBOOKCAS texture
    -fam/KEEPER/KBOOKC2A was additionally upscaled 2x and improved using KBOOKCA3 texture

  8. #133
    Member
    Registered: Feb 2012
    Location: Russia
    New screenshots with correct gamma for the last version of the mod.
    Sometimes there are minor differences due to EP1/Authentic upscaled EP1 difference
    Windows are glowing because of the illumination maps and bloom engine settings.

    https://imgsli.com/ODE2NA
    https://imgsli.com/ODE2NA/2/3
    https://imgsli.com/ODE2NA/4/5
    https://imgsli.com/ODE2NA/6/7
    https://imgsli.com/ODE2NA/8/9
    https://imgsli.com/ODE2Ng
    https://imgsli.com/ODE2Ng/2/3
    https://imgsli.com/ODE2Ng/4/5
    https://imgsli.com/ODE2Ng/6/7
    https://imgsli.com/ODE2Nw
    https://imgsli.com/ODE2Nw/2/3
    https://imgsli.com/ODE2Nw/4/5
    https://imgsli.com/ODE2Nw/6/7

    Also you should always remember that ESRGAN is a subjective algorithm, not some magic ideal upscale. It could adjust gamma for a half-tone, alter details and so on (it's easy to see on a screenshots with picture gallery). I choose the best looking AI upscaled image from several (up to 8) options/variations.
    If you can - you could fix some images manually by hand and I will include them in mod if they are "vanilla" enough.

    P.S. I hope this is the last update on Thief Gold, I fixed everything I was aware of.

  9. #134
    Member
    Registered: Feb 2012
    Location: Russia
    Hmm, guys.
    It seems obj and mesh files supports illumination maps set by mtl file
    https://imgsli.com/ODMwMw
    I will recheck textures and create some additional. Also will tweak illumination amount setting for mech (it was too high).

    Sad thing is OBJ do not supports animation in NewDark. This is obj\txt\DWAL1 texture which had 5 frames (DWAL1_1 DWAL1_2 and so on). No matter how I try to insert animation into mtl setting (even with texture render pass) - texture remains non-animated. It is not animated even without any mods installed. Seems to be current NewDark engine limitation/bug.

  10. #135
    Member
    Registered: Feb 2012
    Location: Russia
    These 3 textures in mesh folder had a little light in the eyes, which can be illuminated.
    https://imgur.com/a/MfsQAmH
    Should I create illumination maps for this ones?

    Some screens from future 1.42 update
    Updates some obj/txt textures with higher resolution mesh/txt16 textures. Had to recombine several parts of the face and cloth. It's hard to create identical faces, tried to match the closest ones. Suitable with Thief Gold and Thief 2, however I do not know if these textures are even used ingame
    https://imgsli.com/ODMwOA
    https://imgsli.com/ODMwOA/2/3
    https://imgsli.com/ODMwOA/4/5
    Last edited by Akven; 18th Nov 2019 at 05:56.

  11. #136
    Member
    Registered: Feb 2012
    Location: Russia
    I stumbled upon clockeye texture in obj/txt folder.
    There are two version of this file - gif (used ingame) and tga (I think it is the original source). They differ in color
    Comparison (I used ESRGANed tga, the main think to look is colors not quality)
    https://imgsli.com/ODM1NA

    GIF was made using palette applying as all other textures ingame. So I though of using the original TGA for upscale but to apply same corrections to gamma to be more in style with the rest if the game but without dithering.
    TGA vs my version
    https://imgsli.com/ODM1NA/1/2
    Vanilla vs my version
    https://imgsli.com/ODM1NA/0/2

    I think is the proper way of preserving vanilla look, so I will put this version into new fixes for Thief 1/2

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