Akven on 12/6/2019 at 19:52
What's wrong with the paintings?
(
https://imgsli.com/MzkxOA)
(
https://imgsli.com/MzkxOA/2/3)
Yes, upscaling is not ideal, but the vanilla textures are just too low quality
And the painting frames are completely different because of too much freedom in the EP1 (which I fixed in some textures including frames).
downwinder on 12/6/2019 at 21:35
the window placement is wrong its sideways, the glare part with diamond shapes and there is still a window behind that
Taffingtaffer on 13/6/2019 at 00:41
Quote Posted by Akven
What's wrong with the paintings?
(
https://imgsli.com/MzkxOA)
(
https://imgsli.com/MzkxOA/2/3)
Yes, upscaling is not ideal, but the vanilla textures are just too low quality
And the painting frames are completely different because of too much freedom in the EP1 (which I fixed in some textures including frames).
I just checked those vanilla paintings and you're right, they're very very tiny. ^^" I still don't personally dig how they ended, though. In the second comparison it's very obvious the process messed up the painting; I guess I'll just leave the vanilla textures or downscale EP2 reinterpretations a little bit to match the "mood" of the rest. But I digress.
Now that you mention EP1 painting frames, they've always looked weird. When you move the camera, it looks as if the texture moves on its own, but only at certain angles. I don't know if you want to look into that or just bring back the old frames.
To better clarify the issue with the stained glass, I'll post some pics:
Inline Image:
https://imgur.com/t8BxuaV.pngInline Image:
https://imgur.com/WFvo2XF.pngThe first one is how it looks with your mod as is; the second is how it looks if I copy the base texture of your mod, copy it to illum_map and rename the file accordingly. Might be another issue with .mtl files, judging by what you said about the window glow. I think there might be several glows that are displayed wrong.
And I really don't get how image transparency works in this game. I'm guessing Dragon UnPACK might replace it with black when exporting and you get the problem I mentioned with the blood.
ZylonBane on 13/6/2019 at 02:43
Quote Posted by Taffingtaffer
Now that you mention EP1 painting frames, they've always looked weird. When you move the camera, it looks as if the texture moves on its own, but only at certain angles. I don't know if you want to look into that or just bring back the old frames.
This happens in Dark on any object that uses non-rectilinear texture mapping when the affected face is clipped against a screen edge. On Thief's picture frames each side of the frame distorts the frame texture into a trapezoid shape. I thought the Enhancement Pack fixed this years ago.
Akven on 13/6/2019 at 04:19
Quote Posted by ZylonBane
This happens in Dark on any object that uses non-rectilinear texture mapping when the affected face is clipped against a screen edge. On Thief's picture frames each side of the frame distorts the frame texture into a trapezoid shape. I thought the Enhancement Pack fixed this years ago.
I didn't replaced bin file, only texture. So if it was fixed in EP1 - it should be fixed, just with different texture.
Quote Posted by downwinder
the window placement is wrong its sideways, the glare part with diamond shapes and there is still a window behind that
You need to replace one line in WIN326L.mtl
illum_map 0.5 fam\illum_map\WIN325L_glow
replace it with
illum_map 0.5 fam\illum_map\WIN32
6L_glow
Akven on 13/6/2019 at 04:23
Taffingtaffer
It if because of too much alpha I think.
You could try different numbers in mtl file
illum_map 0.5 fam\illum_map\....
I think for glasses it is 0.75 value. Try 0.5 or even lower.
For glasses illumination maps - I don't know if they should glow at all. Maybe 0.3-0.4 values should look good.
Only blood.png have problems with transparency? ESRGAN do not understand transparency, so I need to edit this files by hand now.
Akven on 13/6/2019 at 04:26
As I understand - in Thief Gold textures do not have proper alpha channel at all. They are just indexed images with palettes where transparency is just color index 0 or 1 or something like that. So I need to revert blood.png back to paletted image.
Akven on 13/6/2019 at 04:50
I think I'll lower glow values from 0.75 to 0.5-0.4 for all the textures