Jax64 on 10/6/2019 at 18:49
The palettes are not broken in those families. Notice, in the case of deep and waterhw, that FULL.PCX is simply a copy of another texture from that family, meaning the palette for these textures is already correct. With skyhw, FULL.PCX is an off-white box, meaning the palette for this family is very subtle, though still exists. You are correct in noticing that tgtest has no FULL.PCX. No further work needs to be done with this particular family.
The mesh and obj resources are not arranged in families and thus do not share a family palette. Most mesh and obj textures are stored in the *.GIF format, which store no external palettes. Converting these directly, as you already have, should suffice.
ZylonBane on 10/6/2019 at 19:21
Quote Posted by Akven
The point is - since the upscaled textures are RGB - you can't apply palette to them without heavy dithering.
Wrong. That's why any decent paint program has options to do color reduction when reducing an image's bit depth. Thief's textures use barely any dithering at all. You think they weren't all created in 24-bit color? For many images, an optimized 256-color palette can look almost as good as the original.
Akven on 10/6/2019 at 20:13
Quote Posted by ZylonBane
Wrong. That's why any decent paint program has options to do color reduction when reducing an image's bit depth. Thief's textures use barely any dithering at all. You think they weren't all created in 24-bit color? For many images, an optimized 256-color palette can look almost as good as the original.
Yes, it is possible, but there is no point at all. Since I found a way to apply palette's gamma.
Akven on 10/6/2019 at 20:16
Quote Posted by Jax64
The palettes are not broken in those families. Notice, in the case of deep and waterhw, that FULL.PCX is simply a copy of another texture from that family, meaning the palette for these textures is already correct. With skyhw, FULL.PCX is an off-white box, meaning the palette for this family is very subtle, though still exists. You are correct in noticing that tgtest has no FULL.PCX. No further work needs to be done with this particular family.
The mesh and obj resources are not arranged in families and thus do not share a family palette. Most mesh and obj textures are stored in the *.GIF format, which store no external palettes. Converting these directly, as you already have, should suffice.
So I apply saturation for every family except:
-fam/deep
-fam/skyhw
-fam/tgtest
-fam/waterhw
-mesh
-obj
Suggest this would be enough. I hope I will do it tomorrow.
Akven on 11/6/2019 at 06:28
Applied saturation, quick test of new version of the pack
(
https://imgsli.com/MzkwMw)
Also seen illumination maps on windows
Akven on 12/6/2019 at 12:32
Last question before release of new updated 1.2 version:
There are some textures which came in different sizes - big, medium and small - with the same texture.
Maybe I should just rename big sized texture three or two times to get a better texture every time medium or small size is used?
Changelog since 1.1:
Reapplied palette saturation for all the textures except:
fam/deep
fam/lostcity/old
fam/sky/outtakes
fam/skyhw
fam/tgtest
fam/waterhw
mesh
obj
-fam/city/plate.png is reupscaled used better EP1 version with proper color correction
-Fixed a bug with fam/rescore/floor01a.png being wrongly colored due to differences in floor1 and floor1a textures (and I just resized floor1 into floor1a - this is one of the examples of different sized textures and the only one with different color for some reason)
-About 10+ textures were reupscaled from scratch using different models and edited in photoshop for better result
-Deleted mtl files for skies due to sky bug
Taffingtaffer on 12/6/2019 at 17:35
Awesome work! I hate to be THAT guy, though, but I've noticed several mistakes doing a quick check:
- "blood1.png" in obj\txt16 should have transparency, or else you'll see a black mess with a blood sprite in the middle when someone gets hit. Not sure if there are more textures that needs this, but it might be worth checking out.
- Something seems wrong here:
Inline Image:
https://i.imgur.com/yjia5NW.png Maybe it has to do with something that bugs me, which is how stained glasses look. Should they appear exactly like the files in fam\ilum_map? Because they do, and I don't remember them looking this bad in the Youtube preview.
- All paintings in obj\txt look horrendous, and again, it wasn't like that in the preview video; I specifically checked the gallery in Bafford's mansion. There are even two paintings that persist unless you delete banner05 and banner06 in fam\RESCORE.
Akven on 12/6/2019 at 17:43
Could you provide me with a save for paintings? I'll find a fix. For windows there is a bug in mtl file I think
Yes, it is:
WIN326L.mtl
illum_map 0.5 fam\illum_map\WIN325L_glow
it needs to be
illum_map 0.5 fam\illum_map\WIN326L_glow :rolleyes: