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Thread: [Release] Thief Gold ESRGAN Texture Pack

  1. #51

  2. #52
    Member
    Registered: Feb 2012
    Location: Russia
    What's wrong with the paintings?
    https://imgsli.com/MzkxOA
    https://imgsli.com/MzkxOA/2/3
    Yes, upscaling is not ideal, but the vanilla textures are just too low quality
    And the painting frames are completely different because of too much freedom in the EP1 (which I fixed in some textures including frames).

  3. #53
    Member
    Registered: May 2008
    Location: Southern,California
    the window placement is wrong its sideways, the glare part with diamond shapes and there is still a window behind that

  4. #54
    Quote Originally Posted by Akven View Post
    What's wrong with the paintings?
    https://imgsli.com/MzkxOA
    https://imgsli.com/MzkxOA/2/3
    Yes, upscaling is not ideal, but the vanilla textures are just too low quality
    And the painting frames are completely different because of too much freedom in the EP1 (which I fixed in some textures including frames).
    I just checked those vanilla paintings and you're right, they're very very tiny. ^^" I still don't personally dig how they ended, though. In the second comparison it's very obvious the process messed up the painting; I guess I'll just leave the vanilla textures or downscale EP2 reinterpretations a little bit to match the "mood" of the rest. But I digress.

    Now that you mention EP1 painting frames, they've always looked weird. When you move the camera, it looks as if the texture moves on its own, but only at certain angles. I don't know if you want to look into that or just bring back the old frames.

    To better clarify the issue with the stained glass, I'll post some pics:




    The first one is how it looks with your mod as is; the second is how it looks if I copy the base texture of your mod, copy it to illum_map and rename the file accordingly. Might be another issue with .mtl files, judging by what you said about the window glow. I think there might be several glows that are displayed wrong.

    And I really don't get how image transparency works in this game. I'm guessing Dragon UnPACK might replace it with black when exporting and you get the problem I mentioned with the blood.
    Last edited by Taffingtaffer; 12th Jun 2019 at 22:14.

  5. #55
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by Taffingtaffer View Post
    Now that you mention EP1 painting frames, they've always looked weird. When you move the camera, it looks as if the texture moves on its own, but only at certain angles. I don't know if you want to look into that or just bring back the old frames.
    This happens in Dark on any object that uses non-rectilinear texture mapping when the affected face is clipped against a screen edge. On Thief's picture frames each side of the frame distorts the frame texture into a trapezoid shape. I thought the Enhancement Pack fixed this years ago.

  6. #56
    Member
    Registered: Feb 2012
    Location: Russia
    Quote Originally Posted by ZylonBane View Post
    This happens in Dark on any object that uses non-rectilinear texture mapping when the affected face is clipped against a screen edge. On Thief's picture frames each side of the frame distorts the frame texture into a trapezoid shape. I thought the Enhancement Pack fixed this years ago.
    I didn't replaced bin file, only texture. So if it was fixed in EP1 - it should be fixed, just with different texture.

    Quote Originally Posted by downwinder
    the window placement is wrong its sideways, the glare part with diamond shapes and there is still a window behind that
    You need to replace one line in WIN326L.mtl
    illum_map 0.5 fam\illum_map\WIN325L_glow
    replace it with
    illum_map 0.5 fam\illum_map\WIN326L_glow

  7. #57
    Member
    Registered: Feb 2012
    Location: Russia
    Taffingtaffer
    It if because of too much alpha I think.
    You could try different numbers in mtl file
    illum_map 0.5 fam\illum_map\....

    I think for glasses it is 0.75 value. Try 0.5 or even lower.

    For glasses illumination maps - I don't know if they should glow at all. Maybe 0.3-0.4 values should look good.

    Only blood.png have problems with transparency? ESRGAN do not understand transparency, so I need to edit this files by hand now.

  8. #58
    Member
    Registered: Feb 2012
    Location: Russia
    As I understand - in Thief Gold textures do not have proper alpha channel at all. They are just indexed images with palettes where transparency is just color index 0 or 1 or something like that. So I need to revert blood.png back to paletted image.

  9. #59
    Member
    Registered: Feb 2012
    Location: Russia
    I think I'll lower glow values from 0.75 to 0.5-0.4 for all the textures

  10. #60
    Member
    Registered: Feb 2012
    Location: Russia
    Try to overwrite it on top of all the pack
    https://mega.nz/#!3w0ElIxZ!8RJEmGh3c...fkVTJ-RhKJuQBM
    It a quick fix for mtl files and for blood (didn't tested it myself, on the work now)

  11. #61
    Quote Originally Posted by Akven View Post
    Try to overwrite it on top of all the pack
    https://mega.nz/#!3w0ElIxZ!8RJEmGh3c...fkVTJ-RhKJuQBM
    It a quick fix for mtl files and for blood (didn't tested it myself, on the work now)
    I tested that and checked more glow textures and... I'm afraid you've got more work to do

    - The blood still looks bad. In fact, 1.2 and 1.2a files are exactly identical, I'm not sure what you've changed. Another example from GLYPH.PNG texture (I just added alpha channel and removed the black background lazily): https://imgsli.com/MzkyOQ
    It also affects 3D objects (from GearSC.png): https://i.imgur.com/A6yHq5x.png

    - The glow value for tainted glass looks good, but it doesn't fix the example I posted. Your handmade glow covers the original art: https://imgsli.com/MzkzMA
    Generally I found the glow textures don't eat up too much of the vanilla textures; it works well for regular windows and even the keeper tainted glass, but when they are human figures the texture looks completly different. Also, I believe this particular glass looks a bit too unrealistic with your glow texture, like it was literally painted on the wall: https://imgsli.com/MzkzMQ
    I haven't been able to find all glass textures, but these are the ones that have human figures/I haven't checked:
    3levlin_glow, GLASS1_temple, glpriest_glow, JEFGLASS, stain01, stain02(my example), stain3, stain04, windowin_glow
    - The saturation of BOOK, BOOKR000, BOOKR001 and BOOKR002.png in books\parch is too high: https://imgsli.com/MzkzMg

    - This is more of a suggestion rather than a report: do you think the glow value for machinery panels should be lowered to 0.3 or something like that?: https://imgsli.com/MzkzMw

    - Excuse me if I seem too obnoxious, but I'm still curious about how you upscaled and filtered the paintings and art of the tainted glass. One of the paintings you compared yesterday looks way, way better in the Youtube preview: https://youtu.be/zpwG2uNWhiQ?t=5m58s

    That's it for now!
    Last edited by Taffingtaffer; 13th Jun 2019 at 15:41.

  12. #62
    Member
    Registered: Feb 2012
    Location: Russia
    Thanks for your tests!

    Yes, some books were wrongly unintentionally saturated, I'm fixing that.

    I still do not understand how transparency works in the engine. For example in blood1.gif there is no transparency bit. It is indexed image with the black color being first in its palette and probably this is how engine decides it is transparent. I applied this file palette to my image with black being first color in the palette.
    But if engine understands png with transparency bit - I could use that.

    The main problem is - I can't say which texture should have transparency and which not - so I don't have a list with files that need to be fixed manually.

    Glow problem is also some engine problem. Maybe it could be solved using some mtl file configuration - but I doubt that. I'll try to switch main and glow textures between them and test it. Or maybe I should lower alpha to 0.3

    Machinery panels would be lowered to 0.1-0.3

    Youtube preview was Gecko's version of the mod. Maybe he could provide this exact textures. I tried this paintings with 8 different upscale models - final result was the best. Rest were even worst.

    Maybe I will delete founded particular glass glow as it don't looks like it should glow at all.

    P.S. And original gearsc.GIF does not have any transparency at all - I do not understand how it works that way. It even hadn't solid mono-color background to be the index color. Maybe it is model problem? Could you check with texture deleted?

    P.P.S. Funny thing - blood1 was already broken in TFix.
    https://imgsli.com/MzkzNw
    I fixed it on the screenshot on second image
    And tweaked it a little after screenshot in my pack

    Try this new fix for everything
    https://mega.nz/#!egUliKaL!NbDq7XRYa...H6AlygWlB740SY


    And just in case - this is original Thief Gold FAM textures with palette applied - for anyone who wants to try to do something themselves.
    https://mega.nz/#!C9UxEQxI!f7Lspw0cK...Ivyxi3D4_wFfUg
    I don't know why it hand't been done yet with all this palette issues ingame.
    Last edited by Akven; 14th Jun 2019 at 02:37.

  13. #63
    New Member
    Registered: May 2005
    Hi there!

    I just wanted to let you know that this upscaling pack is really cool! Please keep on fixing the missing pieces/problems. Before seeing this I would not have believed that something like this would even be possible!

    Thank you very much for this!

  14. #64
    Yep, the blood and glyph are fixed now. As for the gear, I might have jumped the gun: https://imgsli.com/Mzk0Mg
    It's just how the model looks; it stands out more upscaled. ^^" Here's hoping someone knows which textures should be transparent.

    Nothing else that seems wrong other than the tainted glass and paintings. Hopefully Gecko posts again soon enough.

  15. #65
    Member
    Registered: May 2008
    Location: Southern,California
    there was already a massive argument in the past about t1 vs t2 blood textures already

    t1 when correct was the best, t2 made the blood look lame

    so my view t1 blood stain would be best
    Last edited by downwinder; 14th Jun 2019 at 20:57.

  16. #66
    Member
    Registered: Oct 2018
    Location: Melbourne, Australia
    Despite the few minor issues that remain, I have to agree that this is an excellent texture pack, one that fills a niche that's no other graphics mod does: faithfulness to the original aesthetic. Without the palette-accurate saturation (e.g. v0.9.7), it was more like a 'Make Thief Gold look like upscaled Thief 2' mod. With the corrected saturation, it's magnificent.

  17. #67
    Member
    Registered: Feb 2012
    Location: Russia
    I figured a way of fixing faces for illumination glasses, will try it soon.
    Also I want to dedither act** images from res/obj. They cannot be upscaled because interface does not supports bigger textures. But I can dedither few not so good looking images and create proper transparency for them.

  18. #68
    Member
    Registered: Feb 2012
    Location: Russia
    Try this fix for illuminations. Includes all previous fixes
    https://mega.nz/#!Ts9FgC7Z!1U8GghxQL...Bx6J3EIkHkEwQk
    I did redraw of all the illumination maps

  19. #69
    Quote Originally Posted by Akven View Post
    Try this fix for illuminations. Includes all previous fixes
    https://mega.nz/#!Ts9FgC7Z!1U8GghxQL...Bx6J3EIkHkEwQk
    I did redraw of all the illumination maps
    That did the trick! If I had to give one more criticism is that the man's skirt from stain02 doesn't blend too well with his waist, but that's it, really.

  20. #70
    Member
    Registered: Feb 2012
    Location: Russia
    If there is no more critical issues - I will create a post on reddit for mod. I will just wait for a few days for maybe Gecko's textures for paintings of some other minor issues. Will also look into stain02.

  21. #71
    Member
    Registered: Feb 2012
    Location: Russia
    Updated first post, reuploaded links.
    That's it for now. Anyone want's to contribute a fix or improvement - you are welcome)

  22. #72
    Member
    Registered: Sep 1999
    Location: Austin, TX
    Quote Originally Posted by Akven View Post
    Updated first post, reuploaded links.
    That's it for now. Anyone want's to contribute a fix or improvement - you are welcome)
    Thank you for your work on this!

  23. #73
    I'm playing through the game with the mod and just reached Assassins... : https://imgsli.com/NDEyMw

    Well, that was creepy. xD I removed frakus.png from txt16 to make it look right, I dunno if it's necessary or was just duplicated. Here's a save for the mission: https://mega.nz/#!D65S0ArB!W-mJVJbF4...OD6cP9t9t7XOo4

  24. #74
    Member
    Registered: Sep 1999
    Location: Austin, TX
    Quote Originally Posted by Taffingtaffer View Post
    I'm playing through the game with the mod and just reached Assassins... : https://imgsli.com/NDEyMw

    Well, that was creepy. xD I removed frakus.png from txt16 to make it look right, I dunno if it's necessary or was just duplicated. Here's a save for the mission: https://mega.nz/#!D65S0ArB!W-mJVJbF4...OD6cP9t9t7XOo4
    Okay, this had me laughing at you just rolling in and freaking out at what you are seeing.

  25. #75
    Quote Originally Posted by gamophyte View Post
    Okay, this had me laughing at you just rolling in and freaking out at what you are seeing.
    Yeah, I thought I was looking at some cyborg for a second.

    Anyway, another messed up character texture in Thieve's Guild; THIEFSW.png in txt16 is the culprit. THIEFBOW.png might conflict with txt textures too, but I may be wrong; I just don't feel like going through Thieve's Guild again... Who can blame me? ^^"
    Last edited by Taffingtaffer; 22nd Jun 2019 at 09:46.

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