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Thread: Thief 3 ESRGAN Textures & Videos Pack

  1. #101
    Member
    Registered: Feb 2012
    Location: Russia
    I't working with the exception of Fixed.cel
    I think it's because of fractional numbers

    Fixed.cel
    1,14.625,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8.875,8.875,8.875,8.875,8.8 75,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8 .875,8.875,8.875,8.875,-1,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8. 875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,-1,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8. 875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,-1,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8.875,8. 875,8.875,8.875,8.875,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,8.875,8.875, 8.875,8.875,8.875
    Result is
    4 *4.0000
    Other fonts are working well. Just need to check which model works better


    Last edited by Akven; 29th Jul 2020 at 14:09.

  2. #102
    Sneaky Upgrader
    Registered: May 2007
    Don't bother with the Fixed font. It's only used for the debug menu AFAIK, and you don't get that in the normal game - only with the T3Ed version of the main exe.

    I hadn't really noticed that those numbers can be floats - should probably update the tool.

    Edit: Updated.
    Last edited by snobel; 29th Jul 2020 at 15:30.

  3. #103
    Member
    Registered: Feb 2012
    Location: Russia
    Fonts ready. Also I managed to upscale and combine back again cubemaps

    And I like turbulence_ruby, maybe I will reenable it back again ingame on some red surface)

  4. #104
    Member
    Registered: Feb 2012
    Location: Russia
    Try it.
    All the previous updates plus upscaled Fonts and upscaled cubemaps.
    https://mega.nz/file/W59n2JbC#xRTwly...mHtV9M-P-aMbGc

  5. #105
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    v4 (Full) + 5.2 fix issues:

    Original:


    Pack:

  6. #106
    Member
    Registered: Feb 2012
    Location: Russia
    Give me a save. Strange thing
    It's Keeper's Campground?
    Looks like some textures are missing. I didn't change that textures if fix.

  7. #107
    Member
    Registered: Feb 2012
    Location: Russia
    P.S. It's upscaled cubemaps acting like this

    Delete
    env_noise_01.dds
    Env_WaterA01.dds
    INVarrowENVMAP.dds
    refmap_gold.dds
    refmap_silver.dds
    turbulence_01.dds
    turbulence_gold.dds
    turbulence_ruby.dds

    That's strange, there is nothing abnormal in them. Maybe something in RGB colorspace. Will try several other options in the evening

  8. #108
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Quote Originally Posted by Akven View Post
    P.S. It's upscaled cubemaps acting like this

    Delete
    env_noise_01.dds
    Env_WaterA01.dds
    INVarrowENVMAP.dds
    refmap_gold.dds
    refmap_silver.dds
    turbulence_01.dds
    turbulence_gold.dds
    turbulence_ruby.dds

    That's strange, there is nothing abnormal in them. Maybe something in RGB colorspace. Will try several other options in the evening
    Not only those! Lamp transparency issue (alpha channel?) still remains.
    And yes, Keeper Compound.


  9. #109
    Member
    Registered: Feb 2012
    Location: Russia
    It's GENbeigeMED_D problem. I added normal for this texture and flagged it as transparent cause it has alpha channel.
    But the thing is in Thief 3 that some transparent textures used ingame as non-transparent. It's really strange but this is the way it was intoduced ingame. The same is for candle textures which are transparent but game don't use that transparency.
    I'll unflag it in the evening.

  10. #110
    Member
    Registered: Feb 2012
    Location: Russia
    I don't know what wrong with the cubemaps.
    I am creating them using this command line arguments
    texassemble cube -nologo -o env_noise_01.dds env_noise_01-0.dds env_noise_01-1.dds env_noise_01-2.dds env_noise_01-3.dds env_noise_01-4.dds env_noise_01-5.dds
    texassemble cube -nologo -o Env_WaterA01.dds Env_WaterA01-0.dds Env_WaterA01-1.dds Env_WaterA01-2.dds Env_WaterA01-3.dds Env_WaterA01-4.dds Env_WaterA01-5.dds
    texassemble cube -nologo -o INVarrowENVMAP.dds INVarrowENVMAP-0.dds INVarrowENVMAP-1.dds INVarrowENVMAP-2.dds INVarrowENVMAP-3.dds INVarrowENVMAP-4.dds INVarrowENVMAP-5.dds
    texassemble cube -nologo -o refmap_gold.dds refmap_gold-0.dds refmap_gold-1.dds refmap_gold-2.dds refmap_gold-3.dds refmap_gold-4.dds refmap_gold-5.dds
    texassemble cube -nologo -o refmap_silver.dds refmap_silver-0.dds refmap_silver-1.dds refmap_silver-2.dds refmap_silver-3.dds refmap_silver-4.dds refmap_silver-5.dds
    texassemble cube -nologo -o turbulence_01.dds turbulence_01-0.dds turbulence_01-1.dds turbulence_01-2.dds turbulence_01-3.dds turbulence_01-4.dds turbulence_01-5.dds
    texassemble cube -nologo -o turbulence_gold.dds turbulence_gold-0.dds turbulence_gold-1.dds turbulence_gold-2.dds turbulence_gold-3.dds turbulence_gold-4.dds turbulence_gold-5.dds
    texassemble cube -nologo -o turbulence_ruby.dds turbulence_ruby-0.dds turbulence_ruby-1.dds turbulence_ruby-2.dds turbulence_ruby-3.dds turbulence_ruby-4.dds turbulence_ruby-5.dds
    It's generate cubemaps with the right order, however it's alters colors a little for some reason. I tried different format options, but to no effect
    Original


    Converted


    I compress cubemaps after that to BC1 and the color returns to normal.
    But they are all bugged ingame, all variants, compressed and uncompressed
    What am I doing wrong?)

    P.S. Funny thing. KEPbanner_D.dds texture used ingame, but not used in any material file. It seems it applied directly to the model without using materials, so I can's add normals to it
    Last edited by Akven; 30th Jul 2020 at 13:22.

  11. #111
    Member
    Registered: Feb 2012
    Location: Russia
    Several good news:
    1. I was managed to add normal maps to KEPbanner_D even if it not in material library. I just added new material named KEPbanner_D and it's worked!
    Look closely to the right part of the screen to the right banner.
    https://imgsli.com/MTk4Nzc
    I restored normals for this textures not mentioned in matlibs:
    CIVbanner_D
    MANbanner2_D
    KEPbanner_D
    CtiyWatchbanner_D

    Some of them could not be used ingame, but if they are used they will get their normal map

    2. I restored one more normal to Warden Stout texture. Is was a bug in original game's materials, I fixed it
    Original game

    Restored


    Original game wrong material was
    warden_U_D.dds,0x000000,warden_U_D,0xe2e1de,1233192.500000,FALSE,FALSE,warden_U_N,,0x4d4d4d,,,,FALSE ,,0.000000,0.000000,,,Normal,TRUE,FALSE,None,FALSE,0,Flesh,1.000000,0x0,0x0,1.000000
    I changed it to:
    warden_U_D,0x000000,warden_U_D,0xe2e1de,1233192.500000,FALSE,FALSE,warden_U_N,,0x4d4d4d,,,,FALSE,,0. 000000,0.000000,,,Normal,TRUE,FALSE,None,FALSE,0,Flesh,1.000000,0x0,0x0,1.000000
    I want to sort out cubemap errors now, maybe snobel can create reunite tool for cubemaps?) And there is menu background blue fog needs to be reupscaled.

    3. I added normal to candle texture. Also upscaled flames and candle glow textures
    https://imgsli.com/MTk4Nzg

    Candles themselves just look different, can't say if better or worse. But flames are clearly better now.
    Also upscaled signs writings and some minor textures for waterdrops and so on. I hope none of them will broke the game
    Last edited by Akven; 31st Jul 2020 at 01:25.

  12. #112
    Member
    Registered: Feb 2012
    Location: Russia
    All the latest fixes in one file
    https://mega.nz/file/68cAEQ5C#JQjV-O...BJFYy5FJ7pPFa8

    Without bugged cubemaps.
    Last edited by Akven; 31st Jul 2020 at 01:24. Reason: Wrong link

  13. #113
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    Isn't the same zip file? :|

  14. #114
    Member
    Registered: Feb 2012
    Location: Russia
    I edited the last post, my bad)
    New link now

  15. #115
    Member
    Registered: Feb 2012
    Location: Russia
    Here are also upscaled splitted cubemaps.
    https://mega.nz/file/7slTlCSI#gZjf8B...Oy_iyBH131T5Ss
    Maybe anyone could reunite them so they will work ingame.

  16. #116
    Sneaky Upgrader
    Registered: May 2007
    Quote Originally Posted by Akven View Post
    I want to sort out cubemap errors now, maybe snobel can create reunite tool for cubemaps?
    Probably, but it'll have to wait a while.

  17. #117
    Member
    Registered: Feb 2012
    Location: Russia
    This evening changelog:
    -Restored normals for all banners and flags not mentioned in original matlib: CIVbanner_D, MANbanner2_D, KEPbanner_D, HAMflag_D, GENflagGENERIC_D, CtiyWatchbanner_D
    -Recreated normals for textures not mentioned in original matlib: GARsword_D, WEPsword_d, GENlionhead1A1
    -Restored normals for all portraits
    -Some minor material editings

    I think I should compare material lib textures with actual textures and find every texture not mentioned in library. And create an entry in library for them
    Last edited by Akven; 2nd Aug 2020 at 23:58.

  18. #118
    Member
    Registered: Feb 2012
    Location: Russia
    Weeeeeell, that's a lot)
    Not everything is diffuse maps, not everything would be used ingame, but I'll try to test some things like speculars/speculars maps
    This is the list of textures not mentioned in library

    Beard_Goatee
    CastleGuard_U_D3
    CASwallA_D
    CHRceilA_B
    CHRfloorB_B
    CHRtrim1A1
    CtyGrd_F_d
    CtyGrd_F_s
    CtyGrd_L_s
    CtyGrd_U_d2
    CtyGrd_U_d3
    CtyGrd_U_d4
    CtyGrd_U_s
    CtyGrd_X_d
    CtyGrd_X_s
    DEMOglass1A1
    Eyes_Red
    Eyes_S
    Face_Female_Peasant_D
    Face_Male_Fat_D2 copy
    Face_Male_Old
    Face_Male_Old2
    Face_Male_Old3
    Face_Male_Old4
    Face_Male_Old5
    Face_Male_PaganWarrior_D2
    Face_Male_Plain_S
    Face_Male_Scars_01
    gamal_D
    Gamal_Head_D
    Gamal_Limbs_D
    Gamal_Torso_D
    GARbow
    Garrett_Face
    GENbasketwood_D
    GENbroomstraw_D
    Genchar_D
    GENfloorD_B
    GENfloorD_S
    GENiFOODgoose_D
    GENiFOODrabbit_D
    GENrope_neting
    GENtarget_D
    GENwindintcircular_P
    GENwindowA_D
    GENwindowGscale
    GENwindowIint_P
    GENwindowint_P
    GENwindowMint_D
    GENxWOODbark_D
    Gen_Humanskin_D
    Gen_velvet2
    Hair_Female_D2
    Head_Coif_S
    Head_Male_D2
    Helmet_CityGuard_s
    Hood_Folded_D
    HSEwindowA_A
    INVarrowCRYSTALA
    INVarrowCRYSTALB
    INVarrowCRYSTALfire_D
    INVarrowCRYSTALwaler_D
    INVarrowENVMAP
    INVarrowMOSSConnectA01
    INVarrowMOSSpuddle
    INVflaskOILglass
    INVmine_D
    KeeperStatue_F_D
    KeeperStatue_H_D
    KeeperStatue_L_D
    KeeperStatue_U_D
    KEPwindowintb_P
    KEPwindowSTAINED_D
    KEPwindowSTAINED_M
    kepwindowstained_p
    KEPxWINDObigA_p
    LaurylFaceA01
    LordMoria_L
    MAN128BaronsGcloth_D
    MAN512BaronsBcloth_D
    MAN512BaronsBtile_D
    MANBaronsclothC_D
    MANinwallD_D
    METAbutCancel_D
    METAbutNO_D
    METAbutOK_D
    METAbutYES_D
    METAhilight_D
    METAMapOverlay_D
    METAopenbookcoverLR
    METAopenbookcoverLR_D
    METAopenbookcoverTB
    METAopenbookcoverTB_D
    METAopenbookdogear
    METAopenbookdogear_D
    METAopenbookpage1_D
    METAopenbookpage2_D
    METAopenbookpage3_D
    METAopenbookpage4_D
    METAsignmetal_D
    META_woodsignmetalbar01_D
    META_woodsignmetalbolt01_D
    NATfloorA_D
    NATivyA_S
    NATivy_C_D
    NATweb_D
    PaganWarrior_L_D
    PaganWarrior_U_D
    PalaceGuard_H_D
    PalaceGuard_X_D
    Peasant_L_D2
    Peasant_U_D5
    PesantFemale_L_D2
    PesantFemale_U_D2
    PrivateGuard_H_D
    Sampleheadshot
    SEAinPICTRcaptA1_D
    SEAinPICTRshipA1_D
    SEAinPICTRshipA2_D
    SholdrGrd_CityGuard_d
    SholdrGrd_CityGuard_s
    STMlight_E
    STMwallC_D copy
    STMwindowA_A
    STMxGauge1_D
    STM_fill4goodness
    TENfloorA_D
    ThiefBurglar_Face_D
    ThiefBurglar_H_D
    velvet bag
    Zombie_H_D
    Zombie_X_D

  19. #119
    Member
    Registered: Feb 2012
    Location: Russia
    NEWS
    1. I managed to restore Oil Flask ribbed glass surface (file was present in original game but was not used in material)
    2. I took the liberty of reusing some present but unused textures for characters like CastleGuard_U_D3, CtyGrd_U_d2, CtyGrd_U_d3, CtyGrd_U_d4, Face_Female_Peasant_D, Head_Male_D2 and so on. I used them on minor city characters with lot of variants (like 9 different variants of City Guards). This textures had little difference from other ones, just adding more variety to standard characters.

    I think I will be able to restore normals for
    KeeperStatue_F_D
    KeeperStatue_H_D
    KeeperStatue_L_D
    KeeperStatue_U_D
    I think they are not used right now. And I have save in Keepers Compaund to test this statues

    Current changelog for future v5:
    -Added transparency to HeadDress_Widow_D for Lady Moira (original game bug)
    -Fixed Hair_Female_D and Hair_Female_Short_D materials so the transparency is correctly applied (original game bug)
    -Fixed Beggar_Female_L_D & Beggar_Female_U_D materials, normal maps are applied correctly now (original game bug)
    -Fixed BeardBrown and Beard_Muttonchops normals and transparency
    -Added upscaled game fonts
    -Added normal and reflection maps for GENbeigeMED_D
    -Added normal map for candles
    -Upscaled candle flames and halos, waterdrops and other particles
    -Upscaled signs writing
    -Restored normal map for warden_U_D (original game bug)
    -Restored normals for all banners and flags not mentioned in original matlib: CIVbanner_D, MANbanner2_D, KEPbanner_D, HAMflag_D, GENflagGENERIC_D, CtiyWatchbanner_D (original game bug)
    -Recreated normals for textures not mentioned in original matlib: GARsword_D, WEPsword_d, GENlionhead1A1
    -Restored normals for all portraits
    -Some minor material editings

    In process:
    -Restoring material entries for textures not mentioned in materials library

    TODO:
    -Menu background gradients
    -Square selections for arrow feathers and transparent Kurshok parts - maybe engine related and unfixable
    -Upscaled reflection maps (need help from snobel or anyone who knows how to reunite reflection maps/cubemaps (splitted upscaled cubemaps to try https://mega.nz/file/7slTlCSI#gZjf8B...Oy_iyBH131T5Ss)
    -Create normal map especially for HeadDress_Widow_D
    -Reuse turbulence_ruby for anything
    -Test normals maps with transparent grass and moss textures ones again

  20. #120
    Member
    Registered: Dec 2006
    Location: Berghem Haven
    This project is growing wild beyond expectations!

  21. #121
    Member
    Registered: Feb 2012
    Location: Russia
    New test. I think everything is ready. Also upscaled menu background gradients with better ESRGAN model (save load screen and inventory description screen) and created HeadDress_Widow_D normal map.
    Restored all the material entries for textures not mentioned in materials library
    Thief 3 v5.4 Fix
    https://mega.nz/file/WxUFDCbB#u4W6H7...d2KrK-7I5OQgCo

    I hope nothing is broken this time.

    TODO list: just cubemaps and turbulence_ruby (maybe add it to Health potion glass?)
    Last edited by Akven; 4th Aug 2020 at 23:35.

  22. #122
    Member
    Registered: Feb 2012
    Location: Russia
    Current Compendium texture. Original vs Light mod
    https://imgsli.com/MjAxMTY

    P.S. I don't know what am I doing wrong, but trying to change cubemap to turbulence_gold breaks the Compendium texture
    https://imgsli.com/MjAxMTc

    env_noise_01
    GENcompendium1,0x979823,BRONZEgoodness_D,0xfcff00,0.763000,FALSE,FALSE,BRONZEgoodness_N,,0xffffff,,, ,FALSE,env_noise_01,0.383000,0.000000,,,Normal,TRUE,FALSE,None,FALSE,0,Metal,1.000000,0x0,0x0,1.0000 00
    GENcompendium2,0x4e4e4e,BRONZEgoodness_D,0x000000,0.532000,FALSE,FALSE,BRONZEgoodness_N,,0x222222,,, ,FALSE,env_noise_01,0.383000,0.000000,,,Normal,TRUE,FALSE,None,FALSE,0,Metal,1.000000,0x0,0x0,1.0000 00
    turbulence_gold
    GENcompendium1,0x979823,BRONZEgoodness_D,0xfcff00,0.763000,FALSE,FALSE,BRONZEgoodness_N,,0xffffff,,, ,FALSE,turbulence_gold,0.383000,0.000000,,,Normal,TRUE,FALSE,None,FALSE,0,Metal,1.000000,0x0,0x0,1.0 00000
    GENcompendium2,0x4e4e4e,BRONZEgoodness_D,0x000000,0.532000,FALSE,FALSE,BRONZEgoodness_N,,0x222222,,, ,FALSE,turbulence_gold,0.383000,0.000000,,,Normal,TRUE,FALSE,None,FALSE,0,Metal,1.000000,0x0,0x0,1.0 00000
    P.P.S.
    Original vs Restored original texture vs Gold texture replacement
    https://imgsli.com/MjAxMTg
    https://imgsli.com/MjAxMTg/1/2

    Personally I like the restored Bronze texture.
    Last edited by Akven; 5th Aug 2020 at 12:18.

  23. #123
    Member
    Registered: Feb 2012
    Location: Russia
    I incorporated Glypher's fixes for Caduca and ElderKeeper

    How did they do this window projectiles? I tried emissive maps in materials but to no effect. I assume this is map coded features, not material specific?

  24. #124
    Member
    Registered: Feb 2012
    Location: Russia
    Thief 3 v5.5 Fix
    Added Glypher's fixes for Caduca and ElderKeeper
    https://mega.nz/file/S503yTzC#SF8kgF...Q4dETAN7IJIsZw

    Plus there is a folder TEST-Turbulence_gold with MatLib to test. I changed Compendium reflecton from env_noise_01 to turbulence_gold. It brokes texture on my PC I don't know why. Maybe it is only my problem? Test please. Where are only mlb file and saves for this moment.
    To enable loading saves you need to enable Sneaky Upgrade - Save Games - Refresh the savegame index on startup in SneakyTweaker. You need to delete your current matlib and copy new from test folder.

  25. #125
    Member
    Registered: Feb 2012
    Location: Russia
    I played the game to Shalebridge Cradle and it's all for a few days) Too atmospheric level, need to relax to complete it. No issues found with the latest fix, visuals are good and solid.

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