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Thread: Thief 3 ESRGAN Attemt

  1. #51
    Member
    Registered: Feb 2012
    Location: Russia
    Any news?)
    I completed about 400+ textures and 2 more videos.
    Gonna upload something in the evening.

  2. #52
    Sneaky Upgrader
    Registered: May 2007
    Sounds good. A basic tool for adding normal maps etc. is almost ready.

  3. #53
    Member
    Registered: Feb 2012
    Location: Russia
    Link to Test 3
    https://mega.nz/#F!w48mlADS!Li1L0nIk_XJWKQpg8keXgg

    There are two upscaled videos - one from good quality vanilla movie, one from bad quality vanilla movie) And last set of upscaled world textures (486 total).

  4. #54
    Sneaky Upgrader
    Registered: May 2007
    Textures look great. Videos look good considering the quality of the source. You can see some details jumping around a bit, but it's original compression artifacts made more visible by the increased sharpness.

  5. #55
    Member
    Registered: Feb 2012
    Location: Russia
    I can't further improve videos - this is the limit for me. They could be upscaled using different models, but I think Manga109 is the perfect one. Yes, it overall improves noise of the picture, but subjectively it looks better than artifacts from other models. I already used post-upscaling filtering for noise removal. And in videos with good vanilla quality there are good results.

    I'm continuing to upscale textures, now I started to upscale character textures started with Garret himself.
    The first reason for ugly textures look ingame is bad square-artifacted normal maps. Upscaling normal maps improve picture a lot - tried it on Garret's bow.
    But upscaling normal maps is more complicated issue, so I stick to characters for now.

  6. #56
    Member
    Registered: Feb 2012
    Location: Russia
    BRONZEgoodness_D
    Upscaled XBOX version of the texture vs some manual rework. I adjusted texture to look like normal map
    https://imgsli.com/MTE1Njg

  7. #57
    Member
    Registered: Feb 2012
    Location: Russia
    This is
    BRONZEgoodness_D.dds
    and
    BRONZEgoodness_N.dds

    https://mega.nz/#!M1FFQIIT!G1jxXPpk2...9tYBnpQLClDfj8
    https://mega.nz/#!xsdjCabY!-bYC2EAGQ...SH5ttbiidA7EwU

    for tests. I think I will use this variant as a final.

  8. #58
    Member
    Registered: Feb 2012
    Location: Russia
    OK, here are the list of all the materials ingame in google sheets
    https://docs.google.com/spreadsheets...it?usp=sharing
    It's easier to navigate and sort by matlib or by empty normal maps. I'll edit this list and color tables with added normals.

    I tested yesterday all the additional materials:
    -specular. I thought it would affect the highlighted areas of the textures to help distinguish wet or metal surfaces. But it seems the only purpose of the specular map in Thief 3 is to act like some sort of overall brightness adjustement of the diffuse texture. Something you could do to diffuse texture in the editor by yourself.
    -detail. It is some sort of layering additional texture on top of the diffuse. For example: to create effect like it was burn in some places or like it is dirty.
    -mask. didn't tested it, but I think it masks areas there are additional maps apply or not apply.
    -emissive. It seems it is the only map we could to use for improvements. It creates a glow from certain areas of the diffuse. Example: lighted windows.
    -reflection. It is used in some of the material, but I couldn't see any difference when I apply reflection on any other texture.
    -bump. no effect
    -FX. It didn't used in Thief 3 at all and I didn't test it.

    Report for today:
    -714 textures are ready. Want to complete diffuses before I go to normals
    -20 videos are ready, 1 almost ready and 1 left to upscale

  9. #59
    Member
    Registered: Feb 2012
    Location: Russia
    Successfully created and added normal maps for T3_GENsigns family.
    https://mega.nz/#!Il1HmKhK!bsQMfBRZs...Q_zC9URrzspXjM
    You can see the result in the first seconds of the first training level of the game
    Test the archive for yourself

    As for speculars and reflections - I suggest Glypher and snobel should cooperate their knowledge of 3DS Max materials and programming. Glypher shown me how reflections should look, and they are working in his variant of matlib editing.

    For now I can create some config for using in the snobel's program in the future. Like:

    #T3_DOC
    DOCwall512C_D = DOCwall512C_N

    #T3_GENsigns
    CityWatchSign_D = CityWatchSign_N
    GEN_signBlueHeron = GEN_signBlueHeron_N
    GENsign_backalley = GENsign_backalley_N
    GENsignArmorer_D = GENsignArmorer_N
    GENsignBeer_D = GENsignBeer_N
    GENsignNoose_D = GENsignNoose_N
    GENsignPotion_D = GENsignPotion_N
    GENsignThehungrystork_D = GENsignThehungrystork_N
    medsign_D = medsign_N

    These are the families I completed. I will mark my progress in google sheets
    https://docs.google.com/spreadsheets...it?usp=sharing
    I also need some help in creating cube maps in dds format as game cubemaps upscaled strangely and they need to be recompiled as cube maps again.

  10. #60
    Member
    Registered: Feb 2012
    Location: Russia
    Videos are ready!!!
    https://cloud.mail.ru/public/3Zt1/47zuLVaeS
    Rename them from mkv to bik and place/overwrite to Thief - Deadly Shadows\CONTENT\T3\VideoTextures\ folder.

    Shoud I create new thread for them?
    I think there is a way to install them via sneaker upgrade without replacing originals, but I'm not expert.
    Movies only usable in Sneaker upgrade because of mkv/x264/flac combination

    P.S. I know, Thief trailer and some movies look like s..t, but it is because original Thief 3 movies in quality are worse than Thief 2 movies

  11. #61
    Sneaky Upgrader
    Registered: May 2007
    The best way would be to add it as a new mod in the SU's Installed Mods folder, but I have to make the SneakyTweaker aware of it. For now, sharing space with the Garrett animations mod is the best/cleanest way.

    Create new folders, C:\ProgramData\Thief 3 Sneaky Upgrade\Installed Mods\Garrett Animation Tweaks\Content\T3\VideoTextures for the videos and C:\ProgramData\Thief 3 Sneaky Upgrade\Installed Mods\Garrett Animation Tweaks\Content\T3\PCTextures\DynamicallyLoaded for the textures and unpack there. If the Garrett animations are not wanted, just rename the Content\T3\Skeletal* folders and the System folder.

    A new thread wouldn't hurt, to get the videos some attention, but you should really make a simple installer for them, or at least a powershell script to set up the VideoTextures folder and copy the files in there (and optionally disable the Garrett animations).

    I'll see if I can help with the cubemaps.

  12. #62
    Member
    Registered: Feb 2012
    Location: Russia
    snobel
    I'll create paths manually and I think user will just choose to which mod folder he will copy them.
    I installed videos to additional briefings mod - I think it is the most logical choice)

  13. #63
    Member
    Registered: Feb 2012
    Location: Russia
    Additional completed textures with material files and upscaled or rectreated normals
    https://mega.nz/#F!glMADQRK!LJ0lTQ7qBg-VKgijWXwciA

    T3_CAV
    T3_CHR
    T3_DOC
    T3_GENsigns

    Changes are here:
    https://docs.google.com/spreadsheets...it?usp=sharing

  14. #64
    Member
    Registered: Feb 2012
    Location: Russia
    Found new bug in materials))
    DUNbanner02_D material category set to Carpet
    but
    Dunbanner_D material category set to Ceramic

    Dunbanner_D is clearly a carpet by the look of it

    KURwall512C_D is a Metal, but all other walls are StoneClimb


    I don't know what it changes ingame, maybe affects the sounds material makes.

    I suggest we apply standard env_noise_01 Reflection to all the metal surfaces, glasses and maybe some ceramic surfaces with different amount values.

  15. #65
    Sneaky Upgrader
    Registered: May 2007
    Quote Originally Posted by Akven View Post
    Dunbanner_D is clearly a carpet by the look of it
    A banner would definitely be closer to carpet than ceramic.

    I don't know what it changes ingame, maybe affects the sounds material makes.
    Yes, and StoneClimb would be for walls where the climbing gloves can be used.

    I suggest we apply standard env_noise_01 Reflection to all the metal surfaces, glasses and maybe some ceramic surfaces with different amount values.
    Should probably also experiment a bit with the reflection alpha setting.

  16. #66
    Member
    Registered: Feb 2012
    Location: Russia
    About 50 textures left to upscale in DXT1 (no-alpha) format. And about 150 normal maps.
    There are about 150 DXT3 textures, but I think I'll upscale them by families or one by one when time to finally edit matlibs will come.

    So the next task would be to edit/fix matlibs by creating new normal maps, adding emissive, reflections, reflection values and fixing wrong entries in material categories. There are a lot of bugs in matlibs judging on google sheets table.

  17. #67
    Member
    Registered: Feb 2012
    Location: Russia
    Slightly went through all the materials, colored in red all the things that needs to be fixed in material category.

  18. #68
    Member
    Registered: Feb 2012
    Location: Russia
    1306 textures are ready + 74 menu textures
    New test 5
    https://mega.nz/#!4glVnYZD!_HcHIUXQl...LzOBsloy4YUUDA
    I deleted all the previous tests

  19. #69
    Member
    Registered: Feb 2012
    Location: Russia
    https://imgsli.com/MTE4NTI
    It's not visible too much on the static screenshots, but in motion this blue highlight is much less artifacted because of upscaled normal maps. And I think I will recreate some jaggy normals like on torso.

  20. #70
    Member
    Registered: Feb 2012
    Location: Russia
    Menu buttons test (don't look at background)
    https://imgsli.com/MTE4NTU

    Next gonna try fonts.

  21. #71
    Member
    Registered: Feb 2012
    Location: Russia
    Adjusted some textures in the menu. Several textures were downscaled 2x before upscaling for better results.
    https://imgsli.com/MTE4Njg

    The fonts are next

  22. #72
    Member
    Registered: Feb 2012
    Location: Russia
    It seems it is not possible to improve fonts. Cause they scale onscreen as texture size goes up. The same is for some HUD elements like checkboxes in goals section.

    Most of the character's materials had category flesh or unassigned (which I will change to flesh) except this ones:
    Caduca_F_D
    Caduca_F_D_M_Robe
    Caduca_F_D
    Garrett_L_D
    Keeper_face_04

    They had category Glass. Is this right? Garret and Keeper may be a bugs, but why all the Caduca materials are glass (in textures it is just some person). Is this story related or another bug?

  23. #73
    Sneaky Upgrader
    Registered: May 2007
    Quote Originally Posted by Akven View Post
    It seems it is not possible to improve fonts. Cause they scale onscreen as texture size goes up.
    You need to scale the numbers in each accompanying .cel file as well. I think you can do that by importing each as .csv into a spread sheet and multiplying (or dividing, I forget...) all the numbers by the scaling factor you used on the texture. (The values of -1 are end-of-line markers. Any negative value will probably work but if not, replace all negative values with -1 again.)

    Edit: You may also need to supply the scaling factor (or the inverse of it, I forget...) explicitly at the end of the .cel file, separated from the other content by some whitespace and an asterisk. Take a look at the .cel files in the Fonts mod for reference.

    It would be interesting to see how well the original fonts would scale up. But it's not terribly important, because the font mod provides textures which can be generated from vector fonts at any resolution.

    The same is for some HUD elements like checkboxes in goals section.
    Interesting... Please keep your upscaled versions, even if they don't work currently.

    Most of the character's materials had category flesh or unassigned (which I will change to flesh) except this ones:
    Caduca_F_D
    Caduca_F_D_M_Robe
    Caduca_F_D
    Garrett_L_D
    Keeper_face_04

    They had category Glass. Is this right? Garret and Keeper may be a bugs, but why all the Caduca materials are glass (in textures it is just some person). Is this story related or another bug?
    I guess the Caduca ones are because the only time you get close to her is when she's been petrified by the Hag (IIRC). The other ones do sound like bugs.
    Last edited by snobel; 9th Feb 2020 at 11:00.

  24. #74
    Hey guys,

    It is great to see someone trying to improve Thief 3 textures. After a few years of playing T3, I began to feel there was not nearly enough detail in them. Which is very disappointing because during this period in game development computers could handle it.

    I think including them in the Sneaky Upgrade is a good idea, but one request at least for the first year - supply them as a stand alone package also. Some of us have spent a lot of time tweaking T3 UI files, etc. Having rerun the SU to get the textures would require us to have to redo all of our work again just to see the new textures.

    Thanks for your efforts!

  25. #75
    Sneaky Upgrader
    Registered: May 2007
    Including this mod in the SU is not practical, because of the size. What I can do is to make the tweak tool aware of it, so that it will be included in the mod paths in SneakyOptions.ini.

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