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Thread: Thief 3 ESRGAN Textures & Videos Pack

  1. #76
    Member
    Registered: Feb 2012
    Location: Russia
    Latest (v4) update:
    Full version
    https://cloud.mail.ru/public/rgSu/4ucLLpdjC

    Light version
    https://cloud.mail.ru/public/3kZv/4bkEBfNQE

    For now the game is very stable on Light version, I played to Kurshok mission, still nothing broken. So I guess it's final version, I will upload it to moddb. If anyone willing to contribute - I need good comparison screenshots between good looking places.

    Changelog v4:
    -fixed KEPbeamA_N
    -Improved KeeperStatue_L_D, KeeperStatue_L_N, KeeperStatue_U_D, KeeperStatue_U_N
    -removed speculars for STMgrateA_D and STMgrateB_D
    Changelog v3:
    -improved a lot of normal maps

  2. #77
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Downloading, thanks

  3. #78
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Please, take a look @full resolution (190x1080)

    Original:





    "Full" Pack:




    Last edited by lowenz; 20th Jul 2020 at 04:38.

  4. #79
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Beutiful normal maps on the terrain textures and specular on the pipe reflecting the lamp light (FXAA+SSDO via ReShade)

    Original:





    "Full" Pack:




    Ah, can you fix (ore simply remove) the "menu violet gradient texture" ? It's terrible


  5. #80
    Member
    Registered: Feb 2012
    Location: Russia
    I think it is already upscaled in full pack. There was some option in Sneaker Upgrade to change menu background if I am not mistaken.

  6. #81
    Member
    Registered: Feb 2012
    Location: Russia
    Released on ModDB
    https://www.moddb.com/mods/thief-dea...ws-esrgan-pack
    I hope everything is working now. Still need to improve a PC Gaming Wiki page with ReShade installation guide.

  7. #82
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Quote Originally Posted by Akven View Post
    I think it is already upscaled in full pack. There was some option in Sneaker Upgrade to change menu background if I am not mistaken.
    Yes but why that specific texture is so bad and similar (gradient-like) really good?

    ->


  8. #83
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Thief 3 is looking magnificent with the new normal maps


  9. #84
    Member
    Registered: Feb 2012
    Location: Russia
    I added info about ReShade installation and ESRGAN pack to PC Gaming Wiki
    https://www.pcgamingwiki.com/wiki/Thief:_Deadly_Shadows

  10. #85
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Quote Originally Posted by Akven View Post
    I added info about ReShade installation and ESRGAN pack to PC Gaming Wiki
    https://www.pcgamingwiki.com/wiki/Thief:_Deadly_Shadows
    EDIT: see the S.U. thread

  11. #86
    Member
    Registered: Feb 2012
    Location: Russia
    Lady Moira strange head. Is it supposed to be so? This is screenshot from vanilla game


    Strange hair on female characters in vanilla game. How I supposed to fix that?

  12. #87
    Member
    Registered: Feb 2012
    Location: Russia
    My thought is because they use combination of Diff colour and Diff mix amount settings in MatLib. So they can reuse the only one hair texture on different females with different colour.
    I'll try to create several new recolored textures and tweak MatLib to not use Diff colour but instead use new texture


  13. #88
    Member
    Registered: Feb 2012
    Location: Russia
    I did about 10 tests and after I thought it finally can't be fixed I tried one option


    This is Diff edge alpha set to TRUE in material file
    So I should walk all over matlib file and fix all the transparent textures

  14. #89
    Member
    Registered: Feb 2012
    Location: Russia
    I fixed only female hairs cause I didn't see any abnormal behavior of other transparent textures (and this flag set to FALSE on most of them). Maybe female hairs were model related issues - I don't know. It's 41 cases.

    On Widow I think this was intended hood that must look like this. There are no transparent hoods or special widows head textures in game files.
    Here is a latest fixed MatLib file for game
    https://mega.nz/file/PgVi2SBb#176bT3...wWlKUnDnTlm6s8

    If you see any alpha related issues ingame - post here, I'll try to fix. This is huge improvement that we were able to fix vanilla game problems with hairs.

    Unfixed stays problems with square shadows on arrows and square selection on transparent Kurshok parts, but I think this are unfixable problems
    Last edited by Akven; 4th Aug 2020 at 01:18.

  15. #90
    Sneaky Upgrader
    Registered: May 2007
    Very nice fix!

    IMHO the widow is not supposed to look like that - it looks like the same issue. Can you fix her too?

    If you can, and you don't want to do it in the main .mlb, can you provide an additional one containing only that fix? (So it can be made optional.)

  16. #91
    Member
    Registered: Feb 2012
    Location: Russia
    Yes, I can split mlb fixes into different files if you need.

    Widow use HeadDress_Widow_D texture, but there is no transparency in it. So I think it was intended. Or I need to see mapping of this texture to the model to create alpha channel.
    I'll try to create it from the gap from HeadDress_D and test how it will look ingame.

    I keep wondering of how many bugs were in the original game...

  17. #92
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Maybe it was a failed try to create a virtual "widow veil".....

  18. #93
    Member
    Registered: Feb 2012
    Location: Russia
    I rescaled the texture a little so the face is now visible.
    https://imgsli.com/MTk3MDI

    No need for material edit, just retexture for Widow hood
    Last edited by Akven; 26th Jul 2020 at 15:15.

  19. #94
    Member
    Registered: Feb 2012
    Location: Russia
    Also found new bug with Widow)
    For some reason there are two versions of this textures in files
    Beggar Female_L_D
    Beggar_Female_L_D
    Beggar Female_U_D
    Beggar_Female_U_D
    With and without "_".
    And also in material library this textures being used with space instead of "_". But it seems engine do not recognize names with spaces.
    So the Widow was without normal maps in modded game.

    So I added a fix to material to consider 3 variants of naming:
    BeggarFemale
    Beggar Female
    Beggar_Female

    Now normals are back in place. Cause Widow was using Beggar Female_L_N (must be Beggar_Female_L_N) and *_U_N textures

  20. #95
    Member
    Registered: Feb 2012
    Location: Russia
    This bug also occur one more time with KeeperElderF_L_D/KeeperElderF_U_D in T3_Characters_female.mlb, but it seems it being neutralized by the same material in T3_Characters.mlb with right format
    Last edited by Akven; 26th Jul 2020 at 15:08.

  21. #96
    Member
    Registered: Feb 2012
    Location: Russia
    Everything is in place for Widow niw. New transparent hood texture + fixed normals (were broken in last version of ESRGAN mod)


    Fix download:
    https://mega.nz/file/Ow0FzRjC#tZH3xM...2KTrEHMZVYHPlo

    Contains:
    -New hood texture
    -Fixed normals for Beggars/Widow
    -Fixed all female hair textures

  22. #97
    Member
    Registered: Feb 2012
    Location: Russia
    I also found some minor bugs in materials, will update later. One type of beard was rendering wrongly)

  23. #98
    Member
    Registered: Feb 2012
    Location: Russia
    Latest fix
    -Fixed beard textures
    -Added some normals

    https://mega.nz/file/rtVFmIJb#ulmZ1L...ZMy1rDqojtzXDY

    Archive also contains gen_matlib_v0.34 program for generating MatLibs and T3Fix-ver5.csv file with all my matlib modifications from which T3Fix.mlb is generated.
    So you can generate and test your own matlibs or fix mine.
    Original Thief: Deadly Shadows decrypted matlib is here with all my modifications on "Var3 Edited" list highlighted red
    https://docs.google.com/spreadsheets...1DyrJ--uH7zJlY

  24. #99
    Member
    Registered: Feb 2012
    Location: Russia
    One more question. There is not much work left besides polishing bugs, but:
    I still didn't upscaled fonts and cubemaps and maybe skybox textures.
    SO:
    Anyone know exactly how to modify .cel files for fonts and what they mean?
    There are just numbers inside this files but I don't know how to compare them to dds textures and what to change
    1, 46, 0, 24, 24, 24, 24, 24, 24, 0, 0, 0, 0, 24, 24, 0, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 18, -1, 18, 0, 0, 0, 0, 0, 7, 7, 11, 18, 18, 20, 20, 7, 10, 10, 11, 18, 7, 11, 7, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 7, 7, 18, 18, 18, -1, 12, 24, 29, 29, 30, 30, 30, 23, 31, 30, 9, 21, 27, 23, 31, 28, 33, 20, -1, 34, 24, 29, 29, 31, 23, 32, 23, 25, 25, 10, 18, 10, 18, 18, 13, 16, 18, 15, 17, 16, 11, 16, -1, 16, 7, 7, 15, 7, 20, 16, 17, 18, 17, 11, 14, 11, 16, 13, 19, 14, 16, 12, 13, 18, 13, 18, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 7, 18, 18, 18, 18, 18, 18, 13, -1, 21, 11, 14, 18, 11, 21, 18, 14, 18, 12, 12, 13, 18, 18, 7, 13, 12, 11, 14, 25, 25, 25, 12, 29, 29, 29, 29, -1, 29, 29, 46, 30, 30, 30, 30, 30, 9, 9, 9, 9, 30, 28, 33, 33, 33, 33, -1, 33, 18, 33, 31, 31, 31, 31, 25, 20, 16, 16, 16, 16, 16, 16, 16, 25, 15, 16, 16, 16, 16, 7, 7, -1, 7, 7, 17, 16, 17, 17, 17, 17, 17, 18, 17, 16, 16, 16, 16, 16, 18, 16
    I have upscaled fonts dds's but I can't fix cel files for them.

    I'll try to upscale cubemaps and skyboxes in a few days (I finally found snobel's letter about cubemaps)

    P.S.
    I found this and will try it later
    A texture which is a replacement for one of the original fonts can use a different height (the second number in the .cel file) and a larger texture than the original if the difference in scale (new height divided by old height) is provided at the end of the .cel file separated by some white space and an asterisk. E.g for a replacement Papyrus_21 font of height 69 instead of 46 the contents of the .cel file would end in something like "27, 24 *1.5".
    P.P.S. Oh, and the ugly blue menu fog background. I'll try to upscale it once more

  25. #100
    Sneaky Upgrader
    Registered: May 2007
    To upscale .cel values, I think just multiplying every value by the scaling factor should work. The -1 values are end-of-line markers, but any negative value will probably work. Also, supply the scaling factor at the end, as described in that quote. It'll be applied to the font definitions from Default.ini as they are being read.

    (The first value in the .cel file is padding between characters in the texture, the second value is character height and the remaining non-negative values are character widths, all in pixels.)

    Edit: Quick .cel upscaling tool:

    Code:
    Usage: cel_upscale <factor> <cel file>
    The output file is always named scaled.cel.
    Last edited by snobel; 29th Jul 2020 at 11:16.

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