Akven on 9/6/2019 at 06:42
Nameless Voice
I edited some textures from EP1. For some textures changed gamma, some textures were redrawn (for example cards.png which I changed from black to red like in the original).
But most of the time it's hard to work with because I need to compare different models plus some textures used in more than one model. And I'm not skilled enough to change models themselves.
Some models makes sense (apple for example), some are strange (bow quiver) with completely redrawn design and texture. So it's to much for me to change whole EP1. I just upscaled those textures which looked not so dither from vanilla. The EP upscaled textures is a combination of upscaled EP textures, redrawn EP textures and upscaled vanilla textures (which are loaded from main pack because of png>pcx engine preference).
Taffingtaffer on 9/6/2019 at 15:10
Quote Posted by Akven
Nameless VoiceI edited some textures from EP1. For some textures changed gamma, some textures were redrawn (for example cards.png which I changed from black to red like in the original).
But most of the time it's hard to work with because I need to compare different models plus some textures used in more than one model. And I'm not skilled enough to change models themselves.
Some models makes sense (apple for example), some are strange (bow quiver) with completely redrawn design and texture. So it's to much for me to change whole EP1. I just upscaled those textures which looked not so dither from vanilla. The EP upscaled textures is a combination of upscaled EP textures, redrawn EP textures and upscaled vanilla textures (which are loaded from main pack because of png>pcx engine preference).
Sounds like a mess, alright. I wasn't aware EP1 had so much inconsistency regarding the original assets. Do you recommend deleting EP.crf from the MODS folder?
Udo on 9/6/2019 at 15:19
Quote Posted by Gecko
I did color correction (saturation) for all textures after conversion process.
It would be nice to share them - be it on your own or together with Akven. Then the mod should be really more enjoyable.
Akven on 9/6/2019 at 20:14
Over the desaturation problem like in this example
(
https://imgsli.com/MzgyMg/16/17)
Look at the carpet on the floor. It is clearly desaturated.
Now look at the texture itself
(
https://imgsli.com/Mzg4MQ)
There is nothing wrong with the color in the texture itself.
So. My suggestion is: engine proceed non-palletized images in a different way.
The easiest way to go: post-proceed game with some ReShade filter.
Jax64 on 9/6/2019 at 22:07
All *.PCX textures per family share the same palette, which is stored in the file FULL.PCX in each family directory. Opening and converting these textures without first applying this family palette will cause them to appear desaturated.
Akven on 10/6/2019 at 04:31
Quote Posted by Jax64
All *.PCX textures per family share the same palette, which is stored in the file FULL.PCX in each family directory. Opening and converting these textures without first applying this family palette will cause them to appear desaturated.
Why anyone couldn't said it earlier, like two months ago??)
Honestly, I will not reapply palette, when reapply upscale when reapply tiling for every texture once again - I'm too lazy for that.
I'll try to search some semi-automatic method for color correction based on the palette information. If someone knows one - it would be great!
DirkBogan on 10/6/2019 at 08:21
For posterity, here's how to apply a palette to a .pcx file in GIMP.
1) Open the FULL.PCX file from the texture family folder (e.g. Bafford folder in fam.cfg)
2) Go to Windows->Dockable Dialogs->Palettes. This toolbar should open on the right side.
3) You should see 'Colormap of Image #1 (Untitled)' in this toolbar. Right click on this, select Duplicate Palette, and rename it (e.g. BAFFORD PALETTE)
4) Open any normal .pcx texture (B07.pcx). It should appear desaturated gold, not vibrant like in-game.
5) Go to Colors->Map->Set Colormap. Click on the palette icon that says 'Default'. Scroll to your renamed palette (BAFFORD PALETTE) and click OK.
6) The image should appear much more saturated. I recommend comparing the colour in-game to confirm it applied correctly.
If you want to use this in NewDark, you can export it as a RGB image without need of palettes.
1) Image->Mode->RGB. The colour should remain the same.
2) Shift-Ctrl-E, type whatever loseless extension you want (I recommend TGA, PNG is slightly more GPU intensive and DDS requires more tinkering with mipmaps to work in-game without temporal aliasing), and save.
Akven on 10/6/2019 at 08:50
I know how to apply palette in photoshop))
The point is - since the upscaled textures are RGB - you can't apply palette to them without heavy dithering. So I want some predefined colormap/saturation values bases on original palette information, which I can apply automatically to already upscaled images.
I can now apply palette to pcx before upscaling, but I don't want to go all the process of ESRGAN upscaling and tiling again.
BTW, which palette (if any) is used for mesh and obj?
Akven on 10/6/2019 at 09:33
Quickly tested palettes in photoshop:
The main difference with palette applied - is about +45 or +50 saturation in Hue/Saturation. So I can automatically just run all the textures through +50 saturation boost.
I didn't see any color differences in tested textures, but I only tested few. I'll try more original pcx files later.
Some questions:
As I could see - all the fam folder textures have the same palette, no matter the folder.
BUT: palette is broken in :
-fam/deep
-fam/skyhw
-no palette at all in fam/tgtest
-fam/waterhw
Also, do mesh and obj textures apply palette? And what palette is this.
Akven on 10/6/2019 at 15:55
I tested more different textures - everywhere I can just apply saturation +45 to upscaled textures - and its perfectly match the original gamma and saturation. Consider it done.
Just need to know do I need to apply this to deep, skyhw, tgtest and waterhw? Is this a game bug and they should appear desaturated ingame, or it was intended to be that way or they all applied by default pallete ingame anyway? And what about mesh and obj?
Jax64? Nameless Voice? DirkBogan?