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Thread: Thief 2 ESRGAN Upscale Attemt

  1. #1
    Member
    Registered: Feb 2012
    Location: Russia

    Thief 2 ESRGAN Upscale Attemt

    Hello everyone. I decided to try to upscale Thief 2.
    But I have several question.

    There are a lot of full.pcx pallette files in fam folder. Do they contain the same palette or every subfolder had it own?

    Also there is pal folder with palette files:
    DARKPAL.PCX
    THIEFPAL.PCX
    Are they similar? In which cases they are applied?

    What palette should be used for mech and obj folders if any?

    I see there are a lot of Thief Gold textures used in renamed folders, but I suggest they are using slightly different palette?

  2. #2
    Member
    Registered: May 2008
    Location: Southern,California
    good luck btw is it possible i can see what a updated dewdrop looks like with new textures? he is from thief 2 trail of blood in pagan house the red doll

    i am curious how the program updates the doll if at all?

    if done right it should add more straw in arms and legs and outfit should be a rough materiel i think like hand woven,i am just so curious what a computer can make of the information that makes up the dewdrop doll


    original dewdrop https://vignette.wikia.nocookie.net/...20180306182117
    Last edited by downwinder; 21st Aug 2019 at 21:51.

  3. #3
    Member
    Registered: Nov 2004
    Location: Germany
    Quote Originally Posted by downwinder View Post
    good luck btw is it possible i can see what a updated dewdrop looks like with new textures? he is from thief 2 trail of blood in pagan house the red doll

    i am curious how the program updates the doll if at all?

    if done right it should add more straw in arms and legs and outfit should be a rough materiel i think like hand woven,i am just so curious what a computer can make of the information that makes up the dewdrop doll


    original dewdrop https://vignette.wikia.nocookie.net/...20180306182117
    WTF??? What's wrong with you man?

  4. #4
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    There is a common palette as in T1, but it is not used very much in T2. In \fam (terrain textures), every family has its own full.pcx and its palette is used for the textures in that family, so each family has its own palette. In \obj and \mesh, textures in the \txt subfolder use the default palette as in T1, but textures in the \txt16 subfolder each use their own palette, and you will find that almost all textures in both areas are in \txt16.

    Downwinder.... please not here.


    EDIT:
    For posterity and to avoid confusing anyone, the info above primarily applies to original LGS textures, which are mostly in .pcx format and are palettized (256 colors). Most custom textures used by FM authors in the NewDark era are PNG or DDS format and are not palettized.
    Last edited by Yandros; 22nd Aug 2019 at 09:56.

  5. #5
    Member
    Registered: Feb 2012
    Location: Russia
    Yandros
    Is there is any point in actual applying palette to fam textures for Photoshop purposes??
    I tried several times, but the image with applied pallette absolutely identical to original converted to png image.
    I suppose it makes sense for engine, but if I just convert all images to png - they will be using correct palette anyway?

  6. #6
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Not all of them, no. Most notably the fam textures will not have the same palette if you convert them to PNG, since by doing so you are effectively establishing their palette. Many of them will look virtually the same, but some will look noticeably different without having their family's palette applied. All of the textures in obj/txt and mesh/txt will be the same. However, all textures in obj/txt16 and mesh/txt16 (which represent the vast majority of object and mesh textures) have individual palettes already so you could probably convert them to PNG without any noticeable effect in game.

    That being said, the difference in T2 is certain to be much less noticeable than in T1.

  7. #7
    Member
    Registered: Feb 2012
    Location: Russia
    I applied palettes to FAM textures. Yes, some folders indeed uses old Thief Gold palette with increased saturation.
    I also checked mesh and obj folders - each file had its own palette, so I can just convert them to png.

    This is FAM textures from Thief 2 with all the palettes applied, converted to png for further usage. In case anyone would not be so happy to spend hour of his time to palette applying.
    https://mega.nz/#!v0E2lIYJ!-ZGw6wpuD...SbTVbuDt87YD4U
    Last edited by Akven; 28th Aug 2019 at 14:09.

  8. #8
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Dragonsreach
    Very nice, thank you! I'm sure that work will be appreciated by folks around here.

  9. #9
    Member
    Registered: Feb 2012
    Location: Russia
    I found an easy way to create already tiled textures after upscaling. Just two scripts in photoshop.
    One adds 32 pixels to up, down, left and right parts of the texture with opposite content of the picture
    After upscaling another scripts deletes this additional 32x4=128 pixels.
    Upscaling algorithm uses this additional information to repeat tiling if there were any.

    Myabe there are too much steps, but it works

    https://mega.nz/#!GsNHzKYb!dclX7P4VZ...GVWlSBhRA3mIXs
    Last edited by Akven; 31st Aug 2019 at 18:14.

  10. #10
    Member
    Registered: Feb 2012
    Location: Russia
    BTW, are you interesting in T2X upscaling?

  11. #11
    Member
    Registered: Jun 2003
    I would be. Been looking for a reason to replay it again since the day it released.

  12. #12
    Member
    Registered: Feb 2012
    Location: Russia
    Found funny bug in fam/church/ with texture stucco
    If I apply the palette from full.pcx to this texture - it became broken in colors. If I leave its own palette - it looks fine.
    I think this was the bug in the original game, but maybe this texture wasn't used anywhere so nobody found this to this time.

    https://imgsli.com/NjgwMg

  13. #13
    Member
    Registered: Apr 2007
    Decided to mess around with the body carry images using Gigapixel. The program can do some wonky things with images. Some of the faces look like something out of a horror movie. There aren't any real options for customization. You can opt for a level of blur removal, noise suppression, and resizing.

    Anyways, I've managed to get 21/80 images done so far. Here's an example of the results.

    Original: https://i.imgur.com/tsVhJPL.png

    New (upscaled x2): https://i.imgur.com/RAjAId3.png
    *Note* Upscaled x2 works fine at 1024x768 or higher, but starts getting cut off if the resolution is set at 800x600 or lower. I wouldn't think anyone out there is playing at such a low resolution these days, but you never know.
    Last edited by Corsair; 24th Sep 2019 at 20:45.

  14. #14
    Member
    Registered: Feb 2012
    Location: Russia
    Corsair, this images are not scalable by the engine,they increase their size ingame with their own size changing.
    I think there are better ways (cause I don't want to change UI sizes):
    1. Dedither them using corresponding model and apply transparency mask from original files
    2. Upscale them using your favorite option (Gigapixel or ESRGAN), downscale them back to original size and apply transparency mask
    3. Dedither, upscale/downscale, apply transparency

    If you could do it yourself - I can use your files both for Thief Gold and Thief 2.
    I can provide you with dedithered images so you can compare Gigapixel upscaling to dithered and non-dithered ones.

    P.S. I found another broken texture in Thief 2 FAM after palette applying. Will fix it. About 1/3 of FAM textures are done. There are many textures from Thief Gold. But they either using another palette or had different colors - so I cannot reuse them from Thief Gold upscale and need to ESRGAN them second time.

  15. #15
    Member
    Registered: Feb 2012
    Location: Russia
    Corsair
    I uploaded dedithered images from both Thief Gold/Thief 2. Try them. The longest thing is applying transparency from original files. I didn't did that yet.
    https://dropmefiles.com/Dusgj

  16. #16
    Member
    Registered: Apr 2007
    Done at original size: -Link removed- New version available below.

    Let me know if there are any problems with the images. It's late so I didn't test them in game yet.
    Last edited by Corsair; 27th Sep 2019 at 00:52.

  17. #17
    Member
    Registered: Feb 2012
    Location: Russia
    Looks great! You used transparency mask from original files?
    Will check it ingame after work

  18. #18
    Member
    Registered: Feb 2012
    Location: Russia
    Don't see any issues, look great ingame
    https://imgur.com/a/BCHYC0K

  19. #19
    Member
    Registered: Dec 2011
    Location: Ferrol - Spain
    Quote Originally Posted by Akven View Post
    Don't see any issues, look great ingame
    https://imgur.com/a/BCHYC0K
    I donīt see one called VERSERCA.PCX
    Why?

  20. #20
    Member
    Registered: Apr 2007
    Quote Originally Posted by Akven View Post
    Looks great! You used transparency mask from original files?
    Will check it ingame after work
    Better version available (reasons below): https://www.mediafire.com/file/hcmnr...Carry.zip/file
    *note* these are at the games' original image sizes.

    I manually removed the background to all images, didn't use any transparency masks. I made some adjustments so the default transparency wasn't going to work on all images.

    Quote Originally Posted by bassoferrol View Post
    I donīt see one called VERSERCA.PCX
    Why?
    I missed resizing 3 images. They've been added now.

    Other changes:
    1. Fixed the legs on all human/humanoid carry images. Now they look like they have 2 and aren't as weirdly shaped.
    2. Separated into 2 separate folders for all T1 and T2 images.
    3. Made the T2 images more consistent by changing the arm band to be the turqoise/gold color for all images instead of alternating between the brown T1 style and T2 style.

    Examples (6X original size):
    T1: https://i.imgur.com/QQPMaz7.png
    T2: https://i.imgur.com/eW9tBzd.png

    Again, I haven't tested ALL images in game, but all that I have tested so far work just fine.
    Last edited by Corsair; 27th Sep 2019 at 20:42.

  21. #21
    Member
    Registered: Feb 2012
    Location: Russia
    ZOMBIECA.png in Thief Gold is not downscaled )) But I can do it myself. Besides that looks really great. Your know graphics editor way better than me

    BTW, could anyone explane me this arm band Thief 1/2 feature? What version with what weapon should appear in what color?

  22. #22
    Member
    Registered: Apr 2007
    Woops, fixed the T1 zombie. Link is still the same.

    Here's an example of the difference between the arm bands or forearms between T1 and T2.
    https://i.imgur.com/bfnI0J4.png - brown/metal
    https://i.imgur.com/6OD1wNW.png - turquoise(looks more green in game)/gold

    Oh, I forgot to say thanks for providing the dedithered images. Those made the resizing and filtering much cleaner.

  23. #23
    Member
    Registered: Feb 2012
    Location: Russia
    Now WMAGECA is missing

  24. #24
    Member
    Registered: Feb 2012
    Location: Russia
    One of the most time consuming thing is FAM/MECH folder. It needs a lot of manual editing to feel right.
    Example:
    https://imgsli.com/NzAxNA

    And I cannot just reuse Thief Gold textures with slightly gamma editing because they are too different (for part of the Mech textures at least)
    https://imgsli.com/NzAxNA/2/1
    Last edited by Akven; 27th Sep 2019 at 10:19.

  25. #25
    Member
    Registered: Apr 2007
    [I'll check after work to see why one went missing, maybe I missed it in my 2nd upload. If I can't find a reason then I'll probably switch to Google drive to host the file.

    I'm going to look at using gigapixel with other Thief textures this weekend to see how they're handled. If you want to try the program for yourself PM me.

    *Edit*
    Fixed, all images are there and at the correct size now. Link is still the same.
    https://www.mediafire.com/file/hcmnr...Carry.zip/file
    Last edited by Corsair; 27th Sep 2019 at 20:42.

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