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Thread: [Release] Thief Gold ESRGAN Texture Pack

  1. #26
    Member
    Registered: Feb 2012
    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.
    I'll check exactly this texture, but as far as I remember - there was no such washed color in the upscaled textures. Sometimes they are in a slightly offset color because ESRGAN models always slightly differ color, but not saturation.
    Maybe it has something to do with how engine proceed non-palettized textures.

  2. #27
    Member
    Registered: Feb 2012
    Quick fix/patch to 1.1 version of the pack
    https://mega.nz/#!SgsBXaaS!aVXQkU4FO...zFLOnKWCZeDSBE
    Included dedithered books and upscaled textures from EP1.
    Overwite content of the archive into USERMODS folder.

    Also delete .mtl files in the USERMODS/res/skyhw folder - this will resolve problem with Sky Detail: Low settings.

    I'll create a single 1.1 archive in a few days after tests.

  3. #28
    Member
    Registered: Mar 2001
    Location: Ireland
    Quote Originally Posted by Akven View Post
    EP1 is a mess...... A lot of things only for Thief 2 plus many items changed very strangely.
    For example Armiore.bin - just a retexture of the same model with completely different textures. Why? What for???
    Need to crosscheck every model and its set of textures. 400 models in pack. Headache...
    Early on in the pack, there was an over-eagerness to get high-res replacements without enough skill (or skilled artists) to make good ones, and not enough quality control.

    I've been tempted to re-visit the pack and just throw out all of the models and textures that aren't close enough to the originals.

  4. #29
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by Akven View Post
    I'll check exactly this texture, but as far as I remember - there was no such washed color in the upscaled textures. Sometimes they are in a slightly offset color because ESRGAN models always slightly differ color, but not saturation.
    Maybe it has something to do with how engine proceed non-palettized textures.
    I did color correction (saturation) for all textures after conversion process.

  5. #30
    Member
    Registered: Feb 2012
    Gecko
    By the way
    May be you could provide me with your textures in cases where your variant of texture looks better. I will correctly tile it and replace in pack.

    For saturation I suggest I will use some automatic script for all the textures. Alternatively it could be done with ReShade with simple filter.
    Just need time to check everything.

  6. #31
    Member
    Registered: Feb 2012
    Nameless Voice
    I edited some textures from EP1. For some textures changed gamma, some textures were redrawn (for example cards.png which I changed from black to red like in the original).
    But most of the time it's hard to work with because I need to compare different models plus some textures used in more than one model. And I'm not skilled enough to change models themselves.
    Some models makes sense (apple for example), some are strange (bow quiver) with completely redrawn design and texture. So it's to much for me to change whole EP1. I just upscaled those textures which looked not so dither from vanilla. The EP upscaled textures is a combination of upscaled EP textures, redrawn EP textures and upscaled vanilla textures (which are loaded from main pack because of png>pcx engine preference).

  7. #32
    New Member
    Registered: Dec 2017
    Quote Originally Posted by Akven View Post
    Nameless Voice
    I edited some textures from EP1. For some textures changed gamma, some textures were redrawn (for example cards.png which I changed from black to red like in the original).
    But most of the time it's hard to work with because I need to compare different models plus some textures used in more than one model. And I'm not skilled enough to change models themselves.
    Some models makes sense (apple for example), some are strange (bow quiver) with completely redrawn design and texture. So it's to much for me to change whole EP1. I just upscaled those textures which looked not so dither from vanilla. The EP upscaled textures is a combination of upscaled EP textures, redrawn EP textures and upscaled vanilla textures (which are loaded from main pack because of png>pcx engine preference).
    Sounds like a mess, alright. I wasn't aware EP1 had so much inconsistency regarding the original assets. Do you recommend deleting EP.crf from the MODS folder?
    Last edited by Taffingtaffer; 9th Jun 2019 at 13:11.

  8. #33
    New Member
    Registered: May 2018
    Quote Originally Posted by Gecko View Post
    I did color correction (saturation) for all textures after conversion process.
    It would be nice to share them - be it on your own or together with Akven. Then the mod should be really more enjoyable.

  9. #34
    Member
    Registered: Feb 2012
    Over the desaturation problem like in this example
    https://imgsli.com/MzgyMg/16/17
    Look at the carpet on the floor. It is clearly desaturated.

    Now look at the texture itself
    https://imgsli.com/Mzg4MQ

    There is nothing wrong with the color in the texture itself.

    So. My suggestion is: engine proceed non-palletized images in a different way.
    The easiest way to go: post-proceed game with some ReShade filter.

  10. #35
    Member
    Registered: Mar 2015
    All *.PCX textures per family share the same palette, which is stored in the file FULL.PCX in each family directory. Opening and converting these textures without first applying this family palette will cause them to appear desaturated.

  11. #36
    Member
    Registered: Feb 2012
    Quote Originally Posted by Jax64 View Post
    All *.PCX textures per family share the same palette, which is stored in the file FULL.PCX in each family directory. Opening and converting these textures without first applying this family palette will cause them to appear desaturated.
    Why anyone couldn't said it earlier, like two months ago??)
    Honestly, I will not reapply palette, when reapply upscale when reapply tiling for every texture once again - I'm too lazy for that.

    I'll try to search some semi-automatic method for color correction based on the palette information. If someone knows one - it would be great!

  12. #37
    Member
    Registered: Oct 2018
    For posterity, here's how to apply a palette to a .pcx file in GIMP.
    1) Open the FULL.PCX file from the texture family folder (e.g. Bafford folder in fam.cfg)
    2) Go to Windows->Dockable Dialogs->Palettes. This toolbar should open on the right side.
    3) You should see 'Colormap of Image #1 (Untitled)' in this toolbar. Right click on this, select Duplicate Palette, and rename it (e.g. BAFFORD PALETTE)
    4) Open any normal .pcx texture (B07.pcx). It should appear desaturated gold, not vibrant like in-game.
    5) Go to Colors->Map->Set Colormap. Click on the palette icon that says 'Default'. Scroll to your renamed palette (BAFFORD PALETTE) and click OK.
    6) The image should appear much more saturated. I recommend comparing the colour in-game to confirm it applied correctly.

    If you want to use this in NewDark, you can export it as a RGB image without need of palettes.
    1) Image->Mode->RGB. The colour should remain the same.
    2) Shift-Ctrl-E, type whatever loseless extension you want (I recommend TGA, PNG is slightly more GPU intensive and DDS requires more tinkering with mipmaps to work in-game without temporal aliasing), and save.

  13. #38
    Member
    Registered: Feb 2012
    I know how to apply palette in photoshop))
    The point is - since the upscaled textures are RGB - you can't apply palette to them without heavy dithering. So I want some predefined colormap/saturation values bases on original palette information, which I can apply automatically to already upscaled images.
    I can now apply palette to pcx before upscaling, but I don't want to go all the process of ESRGAN upscaling and tiling again.

    BTW, which palette (if any) is used for mesh and obj?

  14. #39
    Member
    Registered: Feb 2012
    Quickly tested palettes in photoshop:
    The main difference with palette applied - is about +45 or +50 saturation in Hue/Saturation. So I can automatically just run all the textures through +50 saturation boost.
    I didn't see any color differences in tested textures, but I only tested few. I'll try more original pcx files later.

    Some questions:
    As I could see - all the fam folder textures have the same palette, no matter the folder.
    BUT: palette is broken in :
    -fam/deep
    -fam/skyhw
    -no palette at all in fam/tgtest
    -fam/waterhw

    Also, do mesh and obj textures apply palette? And what palette is this.

  15. #40
    Member
    Registered: Feb 2012
    I tested more different textures - everywhere I can just apply saturation +45 to upscaled textures - and its perfectly match the original gamma and saturation. Consider it done.
    Just need to know do I need to apply this to deep, skyhw, tgtest and waterhw? Is this a game bug and they should appear desaturated ingame, or it was intended to be that way or they all applied by default pallete ingame anyway? And what about mesh and obj?
    Jax64? Nameless Voice? DirkBogan?

  16. #41
    Member
    Registered: Mar 2015
    The palettes are not broken in those families. Notice, in the case of deep and waterhw, that FULL.PCX is simply a copy of another texture from that family, meaning the palette for these textures is already correct. With skyhw, FULL.PCX is an off-white box, meaning the palette for this family is very subtle, though still exists. You are correct in noticing that tgtest has no FULL.PCX. No further work needs to be done with this particular family.

    The mesh and obj resources are not arranged in families and thus do not share a family palette. Most mesh and obj textures are stored in the *.GIF format, which store no external palettes. Converting these directly, as you already have, should suffice.

  17. #42
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by Akven View Post
    The point is - since the upscaled textures are RGB - you can't apply palette to them without heavy dithering.
    Wrong. That's why any decent paint program has options to do color reduction when reducing an image's bit depth. Thief's textures use barely any dithering at all. You think they weren't all created in 24-bit color? For many images, an optimized 256-color palette can look almost as good as the original.
    Last edited by ZylonBane; 10th Jun 2019 at 15:43.

  18. #43
    Member
    Registered: Feb 2012
    Quote Originally Posted by ZylonBane View Post
    Wrong. That's why any decent paint program has options to do color reduction when reducing an image's bit depth. Thief's textures use barely any dithering at all. You think they weren't all created in 24-bit color? For many images, an optimized 256-color palette can look almost as good as the original.
    Yes, it is possible, but there is no point at all. Since I found a way to apply palette's gamma.

  19. #44
    Member
    Registered: Feb 2012
    Quote Originally Posted by Jax64 View Post
    The palettes are not broken in those families. Notice, in the case of deep and waterhw, that FULL.PCX is simply a copy of another texture from that family, meaning the palette for these textures is already correct. With skyhw, FULL.PCX is an off-white box, meaning the palette for this family is very subtle, though still exists. You are correct in noticing that tgtest has no FULL.PCX. No further work needs to be done with this particular family.

    The mesh and obj resources are not arranged in families and thus do not share a family palette. Most mesh and obj textures are stored in the *.GIF format, which store no external palettes. Converting these directly, as you already have, should suffice.
    So I apply saturation for every family except:
    -fam/deep
    -fam/skyhw
    -fam/tgtest
    -fam/waterhw
    -mesh
    -obj

    Suggest this would be enough. I hope I will do it tomorrow.

  20. #45
    Member
    Registered: Feb 2012
    Applied saturation, quick test of new version of the pack
    https://imgsli.com/MzkwMw
    Also seen illumination maps on windows

  21. #46
    Member
    Registered: Feb 2012
    Last question before release of new updated 1.2 version:
    There are some textures which came in different sizes - big, medium and small - with the same texture.
    Maybe I should just rename big sized texture three or two times to get a better texture every time medium or small size is used?

    Changelog since 1.1:
    Reapplied palette saturation for all the textures except:
    fam/deep
    fam/lostcity/old
    fam/sky/outtakes
    fam/skyhw
    fam/tgtest
    fam/waterhw
    mesh
    obj
    -fam/city/plate.png is reupscaled used better EP1 version with proper color correction
    -Fixed a bug with fam/rescore/floor01a.png being wrongly colored due to differences in floor1 and floor1a textures (and I just resized floor1 into floor1a - this is one of the examples of different sized textures and the only one with different color for some reason)
    -About 10+ textures were reupscaled from scratch using different models and edited in photoshop for better result
    -Deleted mtl files for skies due to sky bug

  22. #47
    Member
    Registered: Feb 2012
    Release: Thief Gold ESRGAN Texture Pack 1.2

    Changelog since 1.1:
    -Reapplied palette saturation for all the textures except:
    fam/deep
    fam/lostcity/old
    fam/sky/outtakes
    fam/skyhw
    fam/tgtest
    fam/waterhw
    mesh
    obj
    -fam/city/plate.png is reupscaled used better EP1 version with proper color correction
    -About 10+ textures were reupscaled from scratch using different models and edited in photoshop for better result
    -Deleted mtl files for skies due to sky bug
    -For all the textures with different sizes the big version of texture is used instead of medium and small versions. Some such textures were manually edited for color correction because of huge differences (not explainable by the downscaling) in the vanilla. Illumination maps for such textures were also reapplied.

    Main pack:
    https://mega.nz/#!PxUzBCwC!Wb_Ryl2kK...63pngw8IX5saLw
    Addon with upscaled textures from TFix additions
    https://mega.nz/#!XpcDnIgC!jUyD6Pgbe...zaeS0NW6-TtSRg
    Addon with EP1 textures upscaled and sometimes changes for better aesthetics
    https://mega.nz/#!X0UDDCIL!zUpMNMB0y...EZdnGb7f8E6SKQ

    Addon with vanilla upscaled water for those who don't use T2water mod from TFix (I don't know why you would want such a downgrade)
    https://mega.nz/#!m1Uh0YqS!dGLerjLu7...ExBkJmGguE9gcc
    Addon with upscaled NSKY texture for those who don't use T2skies mod from TFix (I don't know why you would want such a downgrade) or using Sky Detail: Low settings. Sky is very strange in Thief, so I wouldn't recommend to play Thief without T2sky mod.
    https://mega.nz/#!mgExHALZ!YeceNR3CP...7-MZ26oTEGe6bk

    I will upload screenshots and delete old links later

  23. #48
    New Member
    Registered: Dec 2017
    Awesome work! I hate to be THAT guy, though, but I've noticed several mistakes doing a quick check:

    - "blood1.png" in obj\txt16 should have transparency, or else you'll see a black mess with a blood sprite in the middle when someone gets hit. Not sure if there are more textures that needs this, but it might be worth checking out.
    - Something seems wrong here:
    Maybe it has to do with something that bugs me, which is how stained glasses look. Should they appear exactly like the files in fam\ilum_map? Because they do, and I don't remember them looking this bad in the Youtube preview.
    - All paintings in obj\txt look horrendous, and again, it wasn't like that in the preview video; I specifically checked the gallery in Bafford's mansion. There are even two paintings that persist unless you delete banner05 and banner06 in fam\RESCORE.

  24. #49
    Member
    Registered: Feb 2012
    Could you provide me with a save for paintings? I'll find a fix. For windows there is a bug in mtl file I think
    Yes, it is:
    WIN326L.mtl
    illum_map 0.5 fam\illum_map\WIN325L_glow

    it needs to be
    illum_map 0.5 fam\illum_map\WIN326L_glow

  25. #50
    New Member
    Registered: Dec 2017
    Quote Originally Posted by Akven View Post
    Could you provide me with a save for paintings? I'll find a fix. For windows there is a bug in mtl file I think
    https://mega.nz/#!WnxDmCZD!jwlbBlZ9i...mohiTQDHpwKUxc

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