TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile
Page 1 of 2 12 LastLast
Results 1 to 25 of 44

Thread: Thief Gold ESRGAN texture resize attemt

  1. #1
    Member
    Registered: Feb 2012

    Thief Gold ESRGAN texture resize attemt

    OK. I managed to install ESRGAN on my computer. So I wonder if this is possible to resize Thief Gold original textures.
    I tried several times with different settings, and it looks rather good.
    Examples in Four sets of images
    Original 64x64 texture
    Original 64x64 texture resized to 256x256 for visual comparsion
    256x256 texture upscaled based on Manga109 model
    256x256 texture undithered with Reduced Color model and upscaled with Manga109 model
    https://imgur.com/a/gi6zJiB
    https://imgur.com/a/dVIAwjK
    https://imgur.com/a/vB9WVxv

    Sometime it needs some manual editing or choosing between models.

    The thing is I lack some knowledge:
    1. I don't know very well engines capacities. Sometimes files are in .pcx format, sometimes in .tga, sometimes in .gif. What the difference? Could I just use .png in NewDark?
    2. Why there are two folders sometimes - txt and txt16. As I understand txt is for low graphic, txt16 for high (so we don't need to do anything with txt folder)?
    3. What is the file pspbrwse.jbf in textures folders? Is it some thumbnail gallery for graphic editors by accident left in production?
    4. What for are files full.pcx?

    I plan to make this pack to install on top of TFix (and EP1) but before EP2. So I need also to resize TFix fixed textures.
    And there are a lot of questions:

    1. Why there are sometimes textures that are very close to originals, but altrered in some way without any changes in quality?
    Examples:
    https://imgur.com/a/QfU9Lcf
    Is this because they are from Thief 2? Maybe there is a point in upscaling original Thief Gold textures separately from Thief 2?
    2. Why there are several exactly the same textures in different resolution? Example: Cowall, Cowallm, Cowalls. Could I just create one high resolution texture and rename it 3 times?
    3. Why there are sometimes files _full.png, that are not present in Thief original files?
    4. BLACJAC4 texture in TFix appears 8 times in different folders:
    MODS\mesh\Txt16
    MODS\mesh\Txt16\back
    MODS\obj\Txt16\
    MODS\obj\Txt16\back
    PACKFIX\mesh\Txt16
    PACKFIX\obj\Txt16

    What the point??? Ok, I understand that one model is for player hand and one for appearing in the world. But what about other folders, why it is completely the same texture everywhere?

    5. https://nameless.zanity.net//epterra...ategory=unused
    For which mod is this link? I like textures a lot, but sometimes they differ from original in style.

    It's all for now)))
    P.S. Also it is possible to resize interface, which is stuck in 640x480 resolution

  2. #2
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland
    Regarding point number 5. That is the ongoing Enhancement Pack (EP1/2), which is an attempt to faithfully recreate original T1/G/TMA textures.

  3. #3
    Member
    Registered: Feb 2012
    Hmmmm, there is an interesting possibility in training ESRGAN with ready textures from Enhancement Pack 2 so it could upscale textures better. Just need to apply dithering before training.
    Last edited by Akven; 5th Feb 2019 at 06:52.

  4. #4
    Member
    Registered: Nov 2004
    Location: Germany
    This is really fantastic Akven!

    The 'Manga109' model works much better in quality!! I can't believe it

    In the last 5 hours i've converted all TG textures (over 1000 files) with ESRGAN (Manga109 model) and created .mtl files too. That was a bunch of (maus clicking) work

    Tomorrow i will upload all the stuff as a pack. It will be possible to play with this pack directly after download and it will work like ep2. I still can't believe how good it works for most of the textures...

  5. #5
    Member
    Registered: May 2008
    Location: Southern,California
    i don't like results it makes it look like it has that cartoon effect from photo shop,but i always like the pure pixel look on texture's

  6. #6
    Member
    Registered: Feb 2012
    Yes, Manga109 is much better model for low quality old games with dithering.
    Do you intend to upscale the menu interface? ESRGAN upscales it perfectly (much better even than textures), you just need maybe to edit all the clock's textures to fix some numbers. It goes from 640x480 to 2560x1920. So we can after 4x upscaling reduce size to 1920xSomething or somethinGx1080 (4:3 yes) with little sharpening if neccesary. But I don't know how the game would accept this files with higher resolution.
    And second question - what about different Thief Gold/TFix/EP1 textures? Maybe we should stuck with original ones?

    In such case I don't need to do the pack myself )))

    Also, yesterday I waste about 3 hours in setting up my own training model based on EP2 textures, and it is training now.
    So, when it passed about 10000 iterations+, we could try it on Thief textures and compare to Manga109.
    I took all the HQ textures from EP2, reduced them in size by 4x and reduced number of colors (16 if I am not mistaken) to imitate dithering. So now it learns to upscale images based on low res dithered images and comparing them with HQ EP2 textures.
    I don't know how well would it be and how many mistakes I allowed during setting up))

    P.S. Again sorry for my english, not my native language.

  7. #7
    Member
    Registered: Nov 2004
    Location: Germany
    Akven that 'training method' sounds really good! Can't wait for the results.

    I will not upload the pack today because i have to fix some texture things.

    It works great especially for symbols and patterns. Also very good for mesh skins! But not for all stonewall / cave textures (it has somthing of a comic style look). You have to improve stonewall textures here and there by yourself. Some textures have no chance against the quality EP2 textures. But it's still amazing for me what you can do.


    But here is a demo video:




    No textures in this video were improved by myself. I only unscaled them with ESRGAN! So i did no correction (only a bit more saturation).
    Last edited by Gecko; 6th Feb 2019 at 11:57.

  8. #8
    Member
    Registered: Oct 2017
    Quote Originally Posted by Gecko View Post
    Akven that 'training method' sounds really good! Can't wait for the results.

    I will not upload the pack today because i have to fix some texture things.

    It works great especially for symbols and patterns. Also very good for mesh skins! But not for all stonewall / cave textures (it has somthing of a comic style look). You have to improve stonewall textures here and there by yourself. Some textures have no chance against the quality EP2 textures. But it's still amazing for me what you can do.


    But here is a demo video:




    No textures in this video were improved by myself. I only unscaled them with ESRGAN! So i did no correction (only a bit more saturation).
    Now THIS is an texture mod I can get behind. No offense for almost all the others, but they stray too far from the aesthetics of the first game.

  9. #9
    Member
    Registered: May 2004
    I was kind of thinking the same thing. It's really subtle, so subtle some people might not be impressed with it, but that's exactly what I like about what I see in that video.

    Do a texture-only pack in that style (no custom objects), and you could drop it in and use it even in missions from the 20th Anniversary contest and many (most?) people wouldn't mind.

  10. #10
    Member
    Registered: Feb 2012
    Try this model for rocks
    https://www.reddit.com/r/GameUpscale...del_for_rocks/

    I manage to train my own model. But it seems I need to make more tweaks and re-run training. So it is long course for now. Made some mistakes with dithering.

  11. #11
    Member
    Registered: Feb 2012
    P.S. Btw, try Manga109 on interface files
    Or I could my own attemt in separate HD interface mod
    Last edited by Akven; 6th Feb 2019 at 23:24.

  12. #12
    Member
    Registered: Feb 2012
    I did try rocks_100000 model on some rocks)) Most of the time it didn't look well. But there are some good examples
    greenmar original

    greenmar Manga109

    greenmar rocks_100000

  13. #13
    Member
    Registered: Nov 2004
    Location: Germany
    Thank you. I've made some tests with rocks model but i don't like it. I also tried a mix of both (manga + rocks) versions but it doesn't convince me. I prefer the manga version.

    What is the max. resolution for interface textures? I think it's still 640 x 480 right? Can anybody confirm this?

  14. #14
    Member
    Registered: Feb 2012
    I don't like it either after my tests.
    It is useful for 5-10 special textures, no more. But on these textures it better than Manga109.

    I'll test interface on my FullHD, maybe engine will not support this.

    And what about different textures in TFix and Thief Gold?

  15. #15
    Member
    Registered: May 2002
    Location: Texas
    How does ESRGAN compare with using the resampling tool in PSP? Does ESRGAN have batch processing like PSP does?

    It seems that if you upscale a texture it (the face of a brush) would have to be down scaled in dromed to make it look right.

  16. #16
    Member
    Registered: May 2012
    Location: France
    Quote Originally Posted by Akven View Post
    3. What is the file pspbrwse.jbf in textures folders? Is it some thumbnail gallery for graphic editors by accident left in production?
    Yes, that's the name of the thumbnails cache file that Paint Shop Pro's image browser created, back in the days.

  17. #17
    Member
    Registered: Feb 2012
    I trained my own model. I don't like the results very much, maybe I made some mistakes in setuping.
    I trained it on textures from HD mod by applying some dithering to lowres images.
    I trained it for 110000 iterations

    Manga109 is a bit cartoonish, while my model somitimes "dirty". But. This dirty look is better for stones than Manga109.

    http://ge.tt/7ctInQu2

    Manga109

    My model


    Manga109

    My model


    Manga109

    My model

  18. #18
    Member
    Registered: Feb 2012
    Gecko, if you will provide base mod, I could try to improve specific textures by trying different models one by one for every image. Also I'd want to sort out TFix/Thief Gold different textures like COWALL texture.

  19. #19
    Member
    Registered: Feb 2012
    Also. You know that you could combine models between them by using interpolation parameter? There is something in documentation.

  20. #20
    Member
    Registered: Nov 2004
    Location: Germany
    Thank you for your effort!

    I've found another way to get MUCH higher quality for stonewall textures for example. For me this is mind blowing! Take a look...


    Example 1

    original:
    https://imgur.com/greJbIM


    new textures:
    https://imgur.com/UX4RPpm


    Example 2


    original:
    https://imgur.com/ELZGOq2


    new textures:
    https://imgur.com/BmzFSGs


    Example 3


    original:
    https://imgur.com/5Xe5DBP


    new textures:
    https://imgur.com/kJDtfJg

  21. #21
    Member
    Registered: Feb 2012
    Looks nice. What method did you use?

    It seems interface is hardcoded to 640x480 similar to movies. There is no point in resizing it.
    The only thing left is textures from TFix (I think they are from mod T2 textures for Thief Gold). There are some textures which are better in quality, but a lot more textures are just sightly different. I prefer to retain Thief Gold aesthetics in this case. I'll compare them one by one

  22. #22
    Member
    Registered: Feb 2012
    Ok. Here are the files that are better in quality while retaining original look from Thief Gold, located in Thief Gold\MODS\FAM\ directory in TFix. There is a point in porting them to ESRGAN mod.
    Core/Asfalt
    Core/Cavedirt
    Core/Ledge
    Core/Ledge1
    Core/Tile
    Core/Wdplkbnd
    Rescore/Woodbeam

    These files are little different, but original files are just too bad:
    Ramirez/Clmnbg (Thief Gold has no ClmnBg, it has CLMNLG)
    Ramirez/Clmnsml
    city/Clmnbg (again there is no Clmnbg in Thief Gold, but you could rename it to CLMNLG)

    Everything else just differ in aesthetics. There are some files in better quality but with misplaced colors or wrong patterns - but esrgan will do better work in just upscaling originals (which will neutralize quality differences), saving look of Thief Gold.

    P.S. Could we upscale mesh and obj textures or they will not scale propely?

  23. #23
    Member
    Registered: Feb 2012
    Ok, here are all the models I have for now (in case somemoby may be interested)
    https://mega.nz/#!65llDSTI!uyUyjWZKB...VFtTWJ2XxgsVRc

    There are:
    dither_4x_flickr2k_esrgan(Riven) - model from reddit for Riven game, can sometimes work out dithering
    Manga109 - famous model
    ReducedColors - model for dithering. Good model for combining with other models via interpolate or by pre-resizing (do a ReducedColors run, then resize back to original size, do your model run)
    rocks_100000 - model from reddit for rocks

    ThiefGold_110000 - my original model for Thief Textures trained on EP2
    ThiefGoldMod_100000 - modidifed retrained model for Thief Textures, using pretrain model Manga109

    Feel free to try. I'm to lazy today to create screenshots)))

  24. #24
    New Member
    Registered: Jun 2016
    @Akven

    Nice work, is this coming soon or will this project takes a long time?
    I want test your new texture samples but i dont understand how to install them.

  25. #25
    Member
    Registered: Mar 2001
    Location: Ireland
    I played around with this at the time that people were talking about them a few months ago, and I found the results to vary wildly.
    Sometimes it looked good, but nearly always it made the textures look too cartoony and hand-painted to really fit with Thief's mostly "realistic" style, mostly because it tends to make the lines and edges too strong and sharp, even on the textures that they work fairly well on.

    It looks like you've managed to get some better settings than the ones I played with, as your results look a better.

    Someone would really need to go through every texture and decide which ones look like true improvements, and which ones just end up accentuating the wrong detail and making the texture just wrong.


    They might also be useful for an artist to use as a base for replacement textures... though there usually aren't so many skilled artists around with the patience to spend hundreds of hours on this kind of thing.

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •