Akven on 15/9/2020 at 07:51
I check half of material library, found 237 normal maps to be created.
Overall it would be about 500 normal maps
Akven on 15/9/2020 at 11:36
I sorted out everything, found 599 textures for which normals need to be created
ewan on 15/9/2020 at 11:52
I'm loving these ERSGAN upgrades. Really brings the game back to life. Also great work on Thief Deadly Shadows, just checked that out.
Akven on 17/9/2020 at 07:26
I already made 150 normal maps in two days. So it's a progress
Akven on 18/9/2020 at 20:50
Ok, last news blog.
Deus Ex: Invisible War ESRGAN modTest version from 18.09.2020 (I consider it as almost finished mod)
(
https://cloud.mail.ru/public/3sfb/xzXNFFEB4)
What was done from last time
1. I made 597 additional normal maps
2. I edited 953 entries in material file adding these normals. Also corrected 1 or 2 vanilla game bugs in materials.
3.
snobel's tool wasn't able to retrieve cubemap correctly, but I noticed that Deus Ex 2 uses only one env_noise_01 cubemap. And this is exactly the same texture as turbulence_01 from Thief 3, so I took Thief 3 upscaled variant (Deus Ex 2 version is 64x64 while Thief 3 original version is 32x32, but upscaled Thief 3 version is 128x128. If
snobel would correct his utility to extract env_noise_01 from Deus Ex 2 - I would be able to upscale it to 256x256 and backport to Thief 3).
4. I wasn't able to upscale fonts. For some reason edited cel file isn't applied no matter where I put it.
Screenshots
This is added normal maps to surfaces
(
https://imgsli.com/MjI1MzY/2/3)
(
https://imgsli.com/MjI1MzY/6/7)
Added normal map to metal bar
(
https://imgsli.com/MjI1MzY)
Added normal map to cleaner bot (no clearly visible on this screenshot)
(
https://imgsli.com/MjI1MzY/4/5)
--------------
I didn't see any bugs but I didn't played long. And loading times are tolerable so I don't know if Light version of the mod is needed.
I could tweak material file and add reflections (env_noise_01 cubemap) to additional materials with metal and marble attributes (most of them had reflections), just slightly tired from it.
If anyone want to try - they are always welcome. All materials entries are here
(
https://docs.google.com/spreadsheets/d/1ib4faOmH2R7ru4I4ijuP2MzumjeKC-foNMty-zm6XV0/edit#gid=80360427)
snobel on 19/9/2020 at 07:26
Quote Posted by Akven
snobel's tool wasn't able to retrieve cubemap correctly
I think that the cubemap tool would work, but the texture extraction tool currently only extracts the first face of a cubemap. (The cubemap tool should tell you "not a cubemap" when you try to do the split.) I'll see if I can fix the extraction.
Quote:
I wasn't able to upscale fonts. For some reason edited cel file isn't applied no matter where I put it.
IIRC, the VU doesn't have the patch to apply the scaling factor stored at the end of upscaled .cel files - but that may not be the only problem. In any case, hold on to the upscaled fonts in case this is eventually fixed...
Akven on 19/9/2020 at 10:39
Yes, it tells not a cubemap after extraction when I try to split it. It's not a big problem since I took the same texture from Thief 3. Just that Deus Ex 2 version would be slightly better after upscaling cause of bigger original resolution of the file
ewan on 19/9/2020 at 20:18
Get back home in a couple of days and happy for a new excuse to play through DX:IW.
New normal maps looking good!
Akven on 20/9/2020 at 19:05
Here is upscaled env_noise_01.dds from Deus Ex
(
https://cloud.mail.ru/public/Pom9/aYnkmtDDR)
I tested it ingame and it working
You could also rename it to turbulence_01.dds and use in Thief 3 since it the same texture in bigger size.
I could also possible create turbulence_gold and turbulence_ruby from it just playing with the colors.