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Thread: Thief Gold ESRGAN texture resize attemt

  1. #26
    Member
    Registered: Nov 2004
    Location: Germany
    I've already done it with all textures. As already written...ESRGAN doesn't work well for stone and cave textures because it looks too 'cartoony'. But as i said, I've found another method to upscale them (look at my last screenshots) and this looks very realistic. This new method i use has nothing to do with ESRGAN! I did that with all rock, stone and cave textures. I will make a mix of both and release it as a pack.

    @ Akven

    Thank you again for all the work. I've downloaded your model pack.


    EDIT (screenhots):

    Original:
    https://i.imgur.com/euVKUmK.jpg


    ESRGAN:
    https://i.imgur.com/j4qEPiA.jpg


    New method:
    https://i.imgur.com/jZ5hXBh.jpg
    Last edited by Gecko; 16th Feb 2019 at 16:09.

  2. #27
    Member
    Registered: Feb 2012
    I'm waiting for full release)

    What about obj and mesh, can they be upscaled or there is limitation in engine?

  3. #28
    Member
    Registered: Nov 2004
    Location: Germany
    Yes, ESRGAN is perfect for obj / mesh textures. I've upscaled them too.

  4. #29
    Member
    Registered: Jan 2009
    Location: Germany
    I like the new version, too. Looking for further results.

  5. #30
    Member
    Registered: Mar 2001
    Location: Ireland
    That new method does look much better, I missed those screenshots.
    What did you do to create those? One of the other algorithms like SFTGAN?

  6. #31
    Member
    Registered: Feb 2012
    Looks great. I'm really interesting in this rocks method used in upscaling.

    As for me, I'll upload comparison screenshots for different models as soon as I'll have time. Maybe on reddit too. For the purpose of them not being pig in a poke.

  7. #32
    Member
    Registered: Feb 2012
    P.S. Will you do anything about tiling? Edges of the textures are clearly visible on your example. However, they were visible on the original too)

  8. #33
    Member
    Registered: Feb 2012
    https://imgur.com/a/1TqisdZ
    Screenshots for different models

  9. #34
    Member
    Registered: Feb 2012
    Interesting thing - I've learned to upscale videos via ESRGAN. Looks good, tried some frames from Thief intro. Final result is 2560x1920. There are some artifact, but then downscaling down to 1080p - they are not visible.
    Bad thing - NewDark do not support anything larger than 640x480. So there is no point

  10. #35
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Fields of bluegrass
    Well if you mean playing them in game, that's true. But these days I usually include the 640x480 versions in my FM archive, but upload HD versions to Youtube and share the links here.

  11. #36
    Member
    Registered: Feb 2012
    Ok, my attempt on machine learning Intro resize.
    This is Thief Gold Intro, taken from my re-filtered movies mod.
    Resized using ESRGAN to 1352x1080@30fps and slightly filtered for removing compression artifacts.

    http://ge.tt/97KAflu2

  12. #37
    Member
    Registered: Dec 2002
    Location: Saint-Petersburg, Russia
    You could have used the lossless audio for intro that had been discovered recently. Here are the files: https://drive.google.com/drive/folde...ju?usp=sharing


    Also, some assetts could be taken from this video, which shared the same fragments of the intro and is in real 30fps.

  13. #38
    Member
    Registered: Feb 2012
    Any updates?

  14. #39
    Member
    Registered: Feb 2012
    Ok, since Gecko is not answering, I made my own upscaling project.
    Completed - all textures from fam folder, and some number of textures from mesh and obj folders.
    About half of the fam textures are manually edited in graphics editor to remove tiling on edges. About half left to be done.

    What I need to complete:
    -compare all the mesh and obj files from TFix and upscale them

    What I really need: is there is some automatic batch script to MASSIVELY create .mtl files with terrain_scale x y???!!! Or it will take another year to create them by hand.

    And another question: what textures do need env_map or illum_map in .mtl and what should be there? I think glasses and windows need some sort of illumination map, do they?

  15. #40
    Member
    Registered: Nov 2004
    Location: Germany
    Sorry, i will release it soon. I'm very busy at the moment. No time for Thief All .mtl files are finished already in my pack. I don't think there is a way to use a batch script. I did all by hand

    I will not remove the 'edges' on the textures. Too much work. Maybe the community want to do this...

  16. #41
    Member
    Registered: Feb 2012
    I'll release my Work In Progress version anyway, just to compare)
    Also I'm intending on creating illum_map textures for windows and glasses.

  17. #42

  18. #43
    Member
    Registered: Feb 2012
    This is my version of all the fam textures with mtl files. About half of the textures are edited in graphics editor for correctly tiling.
    I used about 5 esrgan models: Manga109, MyManga109, Rocks and 2 my own Thief Gold models. Also I used DeDithering model, and run each model twice - on original texture and on dedithered version.
    Work in Progress. It is sometimes hard to compare screenshots with TFix, because it uses in several cases much different textures from Thief II in Thief Gold\MODS\FAM\.
    Several of my textures differs in color from originals. I'll try to fix that in time.

    https://mega.nz/#!u1tD2AKC!4A-eYbVDc...MwadH90eJO64Sc
    Unpack it into Thief Gold\USERMODS\

    Currently working on obj folder, tiling and illum_map textures for windows and glasses.

  19. #44
    New Member
    Registered: May 2018
    Has anyone tried using ESRGAN with Thief Deadly Shadows? I know we have John P Collective tecxture pack but I always thought that certain vanilla textures in the game look better or have better bump mapping (albeit low resolution) that John P's.

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