Akven on 10/11/2019 at 16:23
As I said before - the main goal of ESRGAN pack was to minimize human intervention. Just pure AI machine process without the need of a skilled texture artist (whom I am not). Indeed, subsequently I was induced to make some manual tweaks, mainly for fam/mech textures. Afterwards, some more tweaks here and there, but the goal is still the same.
If you are able to create some textures and they have a maximum vanilla look - I have no problems in including them in my pack - for example, Corsair helped me with carry images (featuring Topaz Gigapixel).
But I will not do it myself, I am not so skilled, I am just an engineer with two-clicks program :cheeky:
Akven on 11/11/2019 at 18:19
Finally, small v1.41 update
(
https://mega.nz/#!ml1E3AYQ!ivDk2cQ6tzUz7UeNueVi5zQohjlsahTNpfvZvAJznj0)
Unpack on top of already installed v1.4 mod
Changelog for 1.41:
-fam/temple/3levlin and it's illumination map were improved using full-size GLASS1 texture
-fam/temple/cdoorbb was improved using full-size doorwy2 texture, previously improved in 1.4
-fam/CATACOMB/BRSSDOOR was improved using BRSSLION texture
-fam/CATACOMB/CON1SML was additionally upscaled 2x and improved using CON1 texture
-fam/basement/TRIM1 was improved using TRIM4 texture
-fam/basement/TRIM7 was additionally upscaled 2x and improved using TRIM2 and TRIM4 textures
-fam/bafford/banner09 was improved using banner08 texture
-fam/CHURCH/TRIM was replaced with higher resolution DETAL texture (it's the same picture in different resolutions)
-fam/concastle/TRIM4 was improved using TRIM3 texture
-fam/KEEPER/KWGRAINA was additionally upscaled 2x and improved using KWGRAIN2 texture
-fam/metals/GRATMOLD was additionally upscaled 2x and improved using GRATE1 and GRATE2 textures
-fam/Ramirez/PATIO2 was additionally upscaled 2x and improved using /Core/PATIO texture
-fam/Ramirez/R09 was additionally upscaled 2x and improved using R14 texture
-fam/RESCORE/wgrain01 was additionally upscaled 2x and improved using wgrain02 texture
-obj/txt/BANNER9 was improved using BANNER8 texture
-obj/txt/books01 was improved using /fam/RESCORE/books01a texture
-obj/txt/BROKEN was improved using /fam/Mech/GWAL1_3 texture
-obj/txt/doorhcat was improved using DOOROR3A texture
-obj/txt/dorhcat2 was improved using doorhcat and CLOISTGT textures
-obj/txt/GEARSM was replaced with higher resolution gearsc texture (it's the same picture in different resolutions)
-obj/txt/grav4 was additionally upscaled 2x and improved using /fam/CATACOMB/LINK, SKULL and WING textures
-obj/txt/grav6 was additionally upscaled 2x and improved using /fam/CATACOMB/LINK, ANGEL and PARTY textures
-obj/txt/GRY4RVS was replaced with higher resolution GRY4RV texture (it's the same picture in different resolutions)
-obj/txt/GTOMB2 was improved using fam/CATACOMB/BRSSLION texture
-obj/txt/hammers2 was improved using hammers3 texture
-obj/txt/oil2 was replaced with higher resolution oil1 texture (it's the same picture in different resolutions)
-obj/txt/RUSTSF2 was improved using fam/Mech/COWALL texture
-obj/txt/RUSTtfr was improved using fam/Mech/COWALL texture
-obj/txt/SPLASH_1 transparency was fixed
-obj/txt/trimx tiling was fixed
-obj/txt/WGRAIN01 was improved using fam/RESCORE/wgrain02 texture
-fam/KEEPER/KBOOKC1A was additionally upscaled 2x and improved using KBOOKCAS texture
-fam/KEEPER/KBOOKC2A was additionally upscaled 2x and improved using KBOOKCA3 texture
Akven on 18/11/2019 at 07:15
Hmm, guys.
It seems obj and mesh files supports illumination maps set by mtl file
(
https://imgsli.com/ODMwMw)
I will recheck textures and create some additional. Also will tweak illumination amount setting for mech (it was too high).
Sad thing is OBJ do not supports animation in NewDark. This is obj\txt\DWAL1 texture which had 5 frames (DWAL1_1 DWAL1_2 and so on). No matter how I try to insert animation into mtl setting (even with texture render pass) - texture remains non-animated. It is not animated even without any mods installed. Seems to be current NewDark engine limitation/bug.
Akven on 18/11/2019 at 08:30
These 3 textures in mesh folder had a little light in the eyes, which can be illuminated.
(
https://imgur.com/a/MfsQAmH)
Should I create illumination maps for this ones?
Some screens from future 1.42 update
Updates some obj/txt textures with higher resolution mesh/txt16 textures. Had to recombine several parts of the face and cloth. It's hard to create identical faces, tried to match the closest ones. Suitable with Thief Gold and Thief 2, however I do not know if these textures are even used ingame:D
(
https://imgsli.com/ODMwOA)
(
https://imgsli.com/ODMwOA/2/3)
(
https://imgsli.com/ODMwOA/4/5)
Akven on 19/11/2019 at 06:03
I stumbled upon clockeye texture in obj/txt folder.
There are two version of this file - gif (used ingame) and tga (I think it is the original source). They differ in color
Comparison (I used ESRGANed tga, the main think to look is colors not quality)
(
https://imgsli.com/ODM1NA)
GIF was made using palette applying as all other textures ingame. So I though of using the original TGA for upscale but to apply same corrections to gamma to be more in style with the rest if the game but without dithering.
TGA vs my version
(
https://imgsli.com/ODM1NA/1/2)
Vanilla vs my version
(
https://imgsli.com/ODM1NA/0/2)
I think is the proper way of preserving vanilla look, so I will put this version into new fixes for Thief 1/2
gamophyte on 19/11/2019 at 16:10
Quote Posted by Akven
Sad thing is OBJ do not supports animation in NewDark. This is obj\txt\DWAL1 texture which had 5 frames (DWAL1_1 DWAL1_2 and so on). No matter how I try to insert animation into mtl setting (even with texture render pass) - texture remains non-animated. It is not animated even without any mods installed. Seems to be current NewDark engine limitation/bug.
Do you mean the objects? They do support animation. First filename would be DWAL1_, THEN DWAL1_1... DWAL1_2....DWAL1_3
My MTL (featuring some unrelated stuffs)
Quote:
ani_rate 100
tile_factor 1
illum_map .14 tex\illum\atomzlit
Akven on 20/11/2019 at 04:52
Try it yourself.
Texture obj/txt/DWAL1 (DWAL1_1, DWAL1_2 etc...).
First level of the game, corridor on the street to the right from the very start of the level.
It stands still no matter how I try.
TFix/EP1 installed.
Even if I disable all mods and delete EP1 - object is still not animated.
Here is the screen
(
https://imgsli.com/ODQwMg)
Curious Taffer on 20/11/2019 at 06:05
While I agree with Akven about the ep2 terrain textures losing the original aesthetics, some of the object textures are very impressive (like this metallic door from thief 1's first level, Lord Bafford). So if I were to use this texture, do I simply overwrite the texture in usermods > obj > txt16 or something else ? I'm new to all this so any help is much appreciated.
(
https://ibb.co/F0HzTyY)
Akven on 20/11/2019 at 06:32
Yes, just put/override your texture to USERMODS/obj/txt16.