The very first ideology of the mod was just to ESRGAN upscale textures without manual intervention. But since I'm capable of little improvements here and there - why not.
I can only improve those textures, for which there is higher resolution image is available.
For example, this doors (only doors themselves) were in full-size image somewhere in mesh folder, I just rearranged squares with heraldics.
And this picture with doorarc is the same size, but the doors on the picture much smaller.
So I just took full-size doors with higher quality and placed them too door arc, downsizing to mach scale.
If there is no high quality images, I can't improve anything.
So if you know of such coincidences - I will look into them. Found two so far and several in previous version of the mod.
The very first ideology of the mod was just to ESRGAN upscale textures without manual intervention. But since I'm capable of little improvements here and there - why not.
It was already fixed several months ago)
I will update screenshots soon. Just a little bit confused in time between fixing Thief Gold textures, Thief 2 textures, creating T2X upscale project, learning Thief 3 texture properties and creating screenshots for Thief Gold and Thief 2. Also there are ongoing Thief Gold ESRGAN video pack update and Thief 2 ESRGAN video pack fixing.
Last edited by Akven; 7th Nov 2019 at 01:39.
Last edited by Akven; 7th Nov 2019 at 06:29.
Greetings. ESRGAN for Thief TDP is great idea, definately better than HD surgeries which breaks Thief's visuals. In my opinion ESRGAN works for some textures, not all. Some textures looks cartoonish and need to be redrawn again to higher sesolution, based on original saturation and color palette. Adobe Ilustrator will be good I think, it can paint using vectors instead of pixels. An skilled 2D artist could make it.
As I said before - the main goal of ESRGAN pack was to minimize human intervention. Just pure AI machine process without the need of a skilled texture artist (whom I am not). Indeed, subsequently I was induced to make some manual tweaks, mainly for fam/mech textures. Afterwards, some more tweaks here and there, but the goal is still the same.
If you are able to create some textures and they have a maximum vanilla look - I have no problems in including them in my pack - for example, Corsair helped me with carry images (featuring Topaz Gigapixel).
But I will not do it myself, I am not so skilled, I am just an engineer with two-clicks program![]()
Finally, small v1.41 update
https://mega.nz/#!ml1E3AYQ!ivDk2cQ6t...hTNpfvZvAJznj0
Unpack on top of already installed v1.4 mod
Changelog for 1.41:
-fam/temple/3levlin and it's illumination map were improved using full-size GLASS1 texture
-fam/temple/cdoorbb was improved using full-size doorwy2 texture, previously improved in 1.4
-fam/CATACOMB/BRSSDOOR was improved using BRSSLION texture
-fam/CATACOMB/CON1SML was additionally upscaled 2x and improved using CON1 texture
-fam/basement/TRIM1 was improved using TRIM4 texture
-fam/basement/TRIM7 was additionally upscaled 2x and improved using TRIM2 and TRIM4 textures
-fam/bafford/banner09 was improved using banner08 texture
-fam/CHURCH/TRIM was replaced with higher resolution DETAL texture (it's the same picture in different resolutions)
-fam/concastle/TRIM4 was improved using TRIM3 texture
-fam/KEEPER/KWGRAINA was additionally upscaled 2x and improved using KWGRAIN2 texture
-fam/metals/GRATMOLD was additionally upscaled 2x and improved using GRATE1 and GRATE2 textures
-fam/Ramirez/PATIO2 was additionally upscaled 2x and improved using /Core/PATIO texture
-fam/Ramirez/R09 was additionally upscaled 2x and improved using R14 texture
-fam/RESCORE/wgrain01 was additionally upscaled 2x and improved using wgrain02 texture
-obj/txt/BANNER9 was improved using BANNER8 texture
-obj/txt/books01 was improved using /fam/RESCORE/books01a texture
-obj/txt/BROKEN was improved using /fam/Mech/GWAL1_3 texture
-obj/txt/doorhcat was improved using DOOROR3A texture
-obj/txt/dorhcat2 was improved using doorhcat and CLOISTGT textures
-obj/txt/GEARSM was replaced with higher resolution gearsc texture (it's the same picture in different resolutions)
-obj/txt/grav4 was additionally upscaled 2x and improved using /fam/CATACOMB/LINK, SKULL and WING textures
-obj/txt/grav6 was additionally upscaled 2x and improved using /fam/CATACOMB/LINK, ANGEL and PARTY textures
-obj/txt/GRY4RVS was replaced with higher resolution GRY4RV texture (it's the same picture in different resolutions)
-obj/txt/GTOMB2 was improved using fam/CATACOMB/BRSSLION texture
-obj/txt/hammers2 was improved using hammers3 texture
-obj/txt/oil2 was replaced with higher resolution oil1 texture (it's the same picture in different resolutions)
-obj/txt/RUSTSF2 was improved using fam/Mech/COWALL texture
-obj/txt/RUSTtfr was improved using fam/Mech/COWALL texture
-obj/txt/SPLASH_1 transparency was fixed
-obj/txt/trimx tiling was fixed
-obj/txt/WGRAIN01 was improved using fam/RESCORE/wgrain02 texture
-fam/KEEPER/KBOOKC1A was additionally upscaled 2x and improved using KBOOKCAS texture
-fam/KEEPER/KBOOKC2A was additionally upscaled 2x and improved using KBOOKCA3 texture
New screenshots with correct gamma for the last version of the mod.
Sometimes there are minor differences due to EP1/Authentic upscaled EP1 difference
Windows are glowing because of the illumination maps and bloom engine settings.
https://imgsli.com/ODE2NA
https://imgsli.com/ODE2NA/2/3
https://imgsli.com/ODE2NA/4/5
https://imgsli.com/ODE2NA/6/7
https://imgsli.com/ODE2NA/8/9
https://imgsli.com/ODE2Ng
https://imgsli.com/ODE2Ng/2/3
https://imgsli.com/ODE2Ng/4/5
https://imgsli.com/ODE2Ng/6/7
https://imgsli.com/ODE2Nw
https://imgsli.com/ODE2Nw/2/3
https://imgsli.com/ODE2Nw/4/5
https://imgsli.com/ODE2Nw/6/7
Also you should always remember that ESRGAN is a subjective algorithm, not some magic ideal upscale. It could adjust gamma for a half-tone, alter details and so on (it's easy to see on a screenshots with picture gallery). I choose the best looking AI upscaled image from several (up to 8) options/variations.
If you can - you could fix some images manually by hand and I will include them in mod if they are "vanilla" enough.
P.S. I hope this is the last update on Thief Gold, I fixed everything I was aware of.
Hmm, guys.
It seems obj and mesh files supports illumination maps set by mtl file
https://imgsli.com/ODMwMw
I will recheck textures and create some additional. Also will tweak illumination amount setting for mech (it was too high).
Sad thing is OBJ do not supports animation in NewDark. This is obj\txt\DWAL1 texture which had 5 frames (DWAL1_1 DWAL1_2 and so on). No matter how I try to insert animation into mtl setting (even with texture render pass) - texture remains non-animated. It is not animated even without any mods installed. Seems to be current NewDark engine limitation/bug.
These 3 textures in mesh folder had a little light in the eyes, which can be illuminated.
https://imgur.com/a/MfsQAmH
Should I create illumination maps for this ones?
Some screens from future 1.42 update
Updates some obj/txt textures with higher resolution mesh/txt16 textures. Had to recombine several parts of the face and cloth. It's hard to create identical faces, tried to match the closest ones. Suitable with Thief Gold and Thief 2, however I do not know if these textures are even used ingame
https://imgsli.com/ODMwOA
https://imgsli.com/ODMwOA/2/3
https://imgsli.com/ODMwOA/4/5
Last edited by Akven; 18th Nov 2019 at 05:56.
I stumbled upon clockeye texture in obj/txt folder.
There are two version of this file - gif (used ingame) and tga (I think it is the original source). They differ in color
Comparison (I used ESRGANed tga, the main think to look is colors not quality)
https://imgsli.com/ODM1NA
GIF was made using palette applying as all other textures ingame. So I though of using the original TGA for upscale but to apply same corrections to gamma to be more in style with the rest if the game but without dithering.
TGA vs my version
https://imgsli.com/ODM1NA/1/2
Vanilla vs my version
https://imgsli.com/ODM1NA/0/2
I think is the proper way of preserving vanilla look, so I will put this version into new fixes for Thief 1/2
Try it yourself.
Texture obj/txt/DWAL1 (DWAL1_1, DWAL1_2 etc...).
First level of the game, corridor on the street to the right from the very start of the level.
It stands still no matter how I try.
TFix/EP1 installed.
Even if I disable all mods and delete EP1 - object is still not animated.
Here is the screen
https://imgsli.com/ODQwMg
Last edited by Akven; 20th Nov 2019 at 00:57.
While I agree with Akven about the ep2 terrain textures losing the original aesthetics, some of the object textures are very impressive (like this metallic door from thief 1's first level, Lord Bafford). So if I were to use this texture, do I simply overwrite the texture in usermods > obj > txt16 or something else ? I'm new to all this so any help is much appreciated.
https://ibb.co/F0HzTyY
Last edited by Curious Taffer; 20th Nov 2019 at 02:11. Reason: Changing image
Yes, just put/override your texture to USERMODS/obj/txt16.
BTW, started to play Thief for the first time in my life) Completed Thief's Guild today, took me 2 hours, no visible graphic bugs with ESRGAN so far. Even illumination maps mostly looks good.
I forced AA in nvidia drivers and installed ReShade for some little HDR and Bloom effect. Looks good.
The most visible change are ESRGAN upscaled movies, they give a very good feeling after the original blurry ones in 1080p. Textures looks good too, but I didn't played with the original ones too much to remember how blurry they were)
This video by a user over here (gecko) gives a good idea of the level of improvement that these esrgan upscaling techniques have achieved in thief. I believe the Esrgan texture pack is now the definitive way to play the thief games. Also, I am working on compiling a list of object textures from Enhancement Pack 2.0 that are both authentic and have higher resolution than the upscaled object textures and will share the list over here for people who would like to combine hi-res objects with the superior esrgan upscales for the terrain and most other surfaces.
Continuing to play Thief Gold. No visible problems with ESRGAN pack. Except for gold collections. Gold is not always visible on more detailed background. Playing Opera mission now.
Interesting results with Reshade, for which NewDark behave pretty well. I know, I'm using more effects than I should, but I really like how AO applied in Thief - gives a very atmospheric look with all the shadows. Not so flat as vanilla. Colors are a bit saturated with this implementation of SSAO, but I think it could be tuned.
https://imgsli.com/OTM3MA
https://imgsli.com/OTM3MA/2/3
https://imgsli.com/OTM3MA/4/5
Using SSAO, SMAA, Bloom and a little bit of godrays for lights.
https://imgur.com/761oucP
https://imgur.com/yWRdMaK
https://imgur.com/EnxAxdw
Thief Gold with ESRGAN and Reshade looks very modern, especially some areas.
And no transparency bugs with chandelier by the way, fixed everything)
Thief Gold ESRGAN Texture Pack1.42 Update/Fix
Unpack on top of already installed v1.4 mod with/without EP1 addon, it also includes previous 1.41 fixes. Fix must be the last part of the ESRGAN pack you install, after TFix addon and EP1 addon.
https://mega.nz/#!3gckTKAS!EEFXQDf83...Sbk1ewYeOgT0-I
Changes for 1.42:
-obj/txt/hamerhf was updated using higher resolution mesh/txt16/hammer1H
-obj/txt/NewgEGhf was updated using higher resolution mesh/txt16/NewguaEG and several other guard textures for face change
-obj/txt/NewgEShf was updated using higher resolution mesh/txt16/NewguaES and several other guard textures for face change
-obj/txt/NewguEhf was updated using higher resolution mesh/txt16/NewguaEG, Newguard and several other guard textures for face change
-obj/txt/Newguahf was updated using higher resolution mesh/txt16/Newguard
-obj/txt/ramguaBhf was updated using higher resolution mesh/txt16/ramguar6 and ramguarB
-obj/txt/ramguahf was updated using higher resolution mesh/txt16/ramguar6 and ramguarB
-obj/txt/ramSarhf was updated using higher resolution mesh/txt16/ramSar and ramguar6 and hammer4 for face change
-obj/txt/clockeye gamma was corrected
-illumination maps settings were corrected for textures in fam/mech
-illumination maps were added for obj/txt/clockeye, DALB3A, DWAL1, GAU2A, GAUGA, GAUGP, HOTHOU1, RUSTBB, RUSTlgh, RUSTLGHB, STRTLAMP, WAT_, WHLIGHT
-illumination map was added for mesh/txt16/apparit, fshadow1, Gar01
-fam/concastle/SYMBOL tiling was fixed
-/obj/txt/AIRB1 was redone with alpha channel
I really hope this is the last update for Thief Gold ESRGAN pack.
About that... I think I gotta pester you about the paintings one last time. I assumed we didn't have most sources for the paintings all this time, but not only does EP2 have good examples of the paintings from real artists (like one of those mural-like scrolls in Bafford's gallery, a depiction of the construction of Babel's tower by Petrus Gilberti: https://twitter.com/BLMedieval/statu...205888/photo/3), but we got the source files for most of the fantasy illustrations: https://twitter.com/ehcmier/status/1205363320213004288 The only ones without source would be "paint1" and "picnic", (which have fan-made recreations in EP2, so they doesn't fit the scope of this ESRGAN pack), and "INTRUDE", which is left as-is in both EP packs.
What I've seen in both of your Thief Gold & 2 packs is that you upscaled the original files in the "txt" folder and the EP1 versions in "txt16"; the files in txt16 take preference, however. With that said, I don't believe it makes much sense to upscale actual paintings if we have the source. Don't know which approach you prefer to take, but here's a folder to compare everything: https://mega.nz/#F!a7YVESaB!F9aSlKtaaCfj1UfFBpCQ-Q
Personally, I think you should provide an optional patch with EP2 paintings fixing the transparency around the rails of banner5 and banner6, leaving only the vanilla paintings upscaled with ESRGAN in the main pack. I also added a version of banner6 for txt16 without the rail, since that's how it is in the vanilla files. If you can improve it I'd appreciate it, the crop might look rather rough.
On another note, I don't really know where NVBanStar01 comes from, I can't find it in the vanilla files, only in the EP packs. It's clearly a picture depicting the theory of geocentrism, though.
Oh, and all this can be said for T2X paintings, too. Don't know if you have taken a look at the HD pack, but many of them look like the original counterparts.
Last edited by Taffingtaffer; 15th Dec 2019 at 13:24.
Ok, I'll look into it
Quick test. I didn't used EP2 version, but created my own from internet images
https://imgsli.com/OTgyMA
https://imgsli.com/OTgyMQ
https://imgsli.com/OTgyNg
Last edited by Akven; 16th Dec 2019 at 15:45.
BanStar1
Original vs My version
https://imgsli.com/OTg4Mg
EP1 vs My version
https://imgsli.com/OTg4Mg/2/1
EP2 vs My version
https://imgsli.com/OTg4Mg/3/1
Reused some minor EP2 parts of the image
Okay, they're actually looking better with your versions!![]()