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Thread: Canon texture packs?

  1. #1526
    Member
    Registered: Mar 2001
    Location: Ireland
    Do we all spend our spare time watching the same people on YouTube and their medieval history videos?

    Nice find, in any case. Not sure how practically useful it is, unless someone wants to go there and get some photographs.


    That panel is also used (more directly) in ViCM012 / vic30, which does have an EP replacement, though it looks a little hand-drawn.
    Last edited by Nameless Voice; 17th Apr 2021 at 19:55.

  2. #1527
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland
    Find The Texture Source!


    wgrain04.gif


    ceil1.gif


    firepl04.gif


    wgrain04a.gif

    What do these textures have in common (besides appearing in the very bestest video game of all time)?
    Well, their sources can all be found under one very splendid roof!
    Intrigued?
    Then go forth and sneaketh! Roam around and find these source textures on your tod, in the very Thiefiest of all settings....

    Warwick Castle (Virtual Tour: Browser/Meta VR)

    Have a look around Warwick Castle and see if you can spot the sources for the four textures listed.

    Had enough? Swag bag empty?

    Texture Source Locations on Virtual Tour:
    wgrain04.gif The Chapel (1st floor)

    ceil1.gif The State Dining Room (1st floor)

    firepl04.gif The Kenilworth Bedroom (2nd floor)

    wgrain04a.gif The Cedar Drawing Room (1st floor)

    This post is brought to you by the last of the Xmas Sherry! Cheers!

  3. #1528
    Member
    Registered: Mar 2001
    Location: Ireland
    When I looked at the castle's official website, there was even a quote from "Jorge, UK".

    Doesn't look like the virtual tour has good angles for turning into textures (plus, scraping them would presumably be illegal anyway.)

  4. #1529
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland
    I've traced one of the sources (wgrain04) used by LGS, to a publication produced by Warwick Castle in the 1980s.
    For reference, this is a scan of the source photograph from that publication, Warwick Castle by Paul Barker, 1987. It is the exact source for the LGS wgrain04 texture.
    Scan01
    The link below is an updated version of that book from the early 2000s.
    Warwick Castle: A 1000 Years Of History In Your Hands Page 31 shows the newer version of the wgrain04 source.
    These books are out of print, but they can still be purchased online from many secondhand book outlets.
    I suspect when LGS were deep into their Dark Camelot phase, they would have used a lot of material pertaining to English history, castles in particular, for texture sources. Many of the TDP textures I've found are based in English architecture (Oxford/Salisbury/Bath/Ludlow).
    Scan link fixed.
    Last edited by Purgator; 17th Jan 2023 at 15:14.

  5. #1530
    Member
    Registered: Mar 2001
    Location: Ireland
    Colours probably need a bit of tweaking, but that's very clearly an exact match

  6. #1531
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    I haven't followed this thread in years, maybe someone has asked this before. Are you using AI upscaled textures? I was able to get much better results than EP and ESRGAN.

    I like EP, but many textures are in different styles, which is annoying. For myself I use a combination of EP and AI.



    The sixth sample is what I managed to get.



  7. #1532
    Member
    Registered: Mar 2001
    Location: Ireland
    I haven't really tried using AI upscaling. I wasn't so impressed with the ESRGAN pack.

    I don't really agree with the AI's interpretation of that texture, it seems to be trying to make bricks stuck into a shiny rock backing, whereas the original looks more like bricks and mortar.

    EP colours and shapes are a bit off, but at least it looks more like what I think the original texture is supposed to represent.


    As always, if you feel some textures are too different from the originals, raise an issue.

  8. #1533
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Unfortunately, Mr. Sky often transforms materials into something else. But in this case the result is more realistic. Sometimes he can turn stone or wood into cloth.
    The problem is that the source resolution is too low.

    Pretty easy to change rock to cement.



    A couple more examples.


  9. #1534
    Member
    Registered: Mar 2001
    Location: Ireland
    Looks like they often end up with a stylised, hand-painted look. The wattle-and-daub window looks clearer but worse to me. It looks like the black lines are just brush strokes painted over the top of the texture, and is too sharp.

    The dinner cabinet one looks quite good, though.


    I'd imagine it's a case of trying it a few times with each texture to see if it comes up with something usable or not, possibly across different AI generators. Sounds like a lot of work!

  10. #1535
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Quote Originally Posted by Nameless Voice View Post
    Looks like they often end up with a stylised, hand-painted look. The wattle-and-daub window looks clearer but worse to me. It looks like the black lines are just brush strokes painted over the top of the texture, and is too sharp.

    The dinner cabinet one looks quite good, though.
    The LGS guys probably used the same brush strokes. Stylization for this game is the best solution, photorealism is not good.
    The EP variant is similar to wool or carpet. If it was NecroBob, then he has a very specific style, he definitely does not look like either the original or reality. If you need to do better, you can add more details. It's the same as what the guys from the other thread are saying. I suggest a good base that looks like LGS at 80%, it's easy to bring it to 100 by adding 1-2 layers with suitable detailing.


    I'd imagine it's a case of trying it a few times with each texture to see if it comes up with something usable or not, possibly across different AI generators. Sounds like a lot of work!
    Yes, they are different, there are many of them and all are paid. But everyone is imperfect. However, it is the most efficient way to finish a project. It is enough to make a base and work with it.

  11. #1536
    Member
    Registered: Mar 2012
    Location: Moscow, Russia
    Fixed Dincab: download

    The shading is changed to flat, added bevels and detail on top.



    Bonus versions:


  12. #1537
    Member
    Registered: Mar 2001
    Location: Ireland
    I'll add that.

    I've also uploaded source 3DS Max files for those objects where I have them, which is something I forgot when initially putting up the texture sources.

  13. #1538
    Member
    Registered: Nov 2013
    @Nameless Voice do you know is there maybe some archive with 3ds max sources for Enhancement Packs objects? I really want to use some of these in Thief 3 mod (T3 Classic Enhancement Pack) and getting source versions would be HUGE help instead of converting from Dark engine file formats.

  14. #1539
    Member
    Registered: Mar 2001
    Location: Ireland
    As I replied in the other thread, some of the source models are in the repo. Look under "Source Files\3D Models".

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