Taffingtaffer on 13/6/2019 at 18:35
I tested that and checked more glow textures and... I'm afraid you've got more work to do :erg:
- The blood still looks bad. In fact, 1.2 and 1.2a files are exactly identical, I'm not sure what you've changed. Another example from GLYPH.PNG texture (I just added alpha channel and removed the black background lazily): (
https://imgsli.com/MzkyOQ) https://imgsli.com/MzkyOQ
It also affects 3D objects (from GearSC.png): (
https://i.imgur.com/A6yHq5x.png) https://i.imgur.com/A6yHq5x.png
- The glow value for tainted glass looks good, but it doesn't fix the example I posted. Your handmade glow covers the original art: (
https://imgsli.com/MzkzMA)
Generally I found the glow textures don't eat up too much of the vanilla textures; it works well for regular windows and even the keeper tainted glass, but when they are human figures the texture looks completly different. Also, I believe this particular glass looks a bit too unrealistic with your glow texture, like it was literally painted on the wall: (
https://imgsli.com/MzkzMQ)
I haven't been able to find all glass textures, but these are the ones that have human figures/I haven't checked:
Quote:
3levlin_glow, GLASS1_temple, glpriest_glow, JEFGLASS, stain01, stain02(my example), stain3, stain04, windowin_glow
- The saturation of BOOK, BOOKR000, BOOKR001 and BOOKR002.png in books\parch is too high: (
https://imgsli.com/MzkzMg)
- This is more of a suggestion rather than a report: do you think the glow value for machinery panels should be lowered to 0.3 or something like that?: (
https://imgsli.com/MzkzMw)
- Excuse me if I seem too obnoxious, but I'm still curious about how you upscaled and filtered the paintings and art of the tainted glass. One of the paintings you compared yesterday looks way, way better in the Youtube preview: (
https://youtu.be/zpwG2uNWhiQ?t=5m58s)
That's it for now!
Akven on 14/6/2019 at 04:43
Thanks for your tests!
Yes, some books were wrongly unintentionally saturated, I'm fixing that.
I still do not understand how transparency works in the engine. For example in blood1.gif there is no transparency bit. It is indexed image with the black color being first in its palette and probably this is how engine decides it is transparent. I applied this file palette to my image with black being first color in the palette.
But if engine understands png with transparency bit - I could use that.
The main problem is - I can't say which texture should have transparency and which not - so I don't have a list with files that need to be fixed manually.
Glow problem is also some engine problem. Maybe it could be solved using some mtl file configuration - but I doubt that. I'll try to switch main and glow textures between them and test it. Or maybe I should lower alpha to 0.3
Machinery panels would be lowered to 0.1-0.3
Youtube preview was Gecko's version of the mod. Maybe he could provide this exact textures. I tried this paintings with 8 different upscale models - final result was the best. Rest were even worst.
Maybe I will delete founded particular glass glow as it don't looks like it should glow at all.
P.S. And original gearsc.GIF does not have any transparency at all - I do not understand how it works that way. It even hadn't solid mono-color background to be the index color. Maybe it is model problem? Could you check with texture deleted?
P.P.S. Funny thing - blood1 was already broken in TFix. :D
(
https://imgsli.com/MzkzNw)
I fixed it on the screenshot on second image
And tweaked it a little after screenshot in my pack
Try this new fix for everything
(
https://mega.nz/#!egUliKaL!NbDq7XRYabgZLmQTqpXXLhtgF4tbYH6AlygWlB740SY)
And just in case - this is original Thief Gold FAM textures with palette applied - for anyone who wants to try to do something themselves.
(
https://mega.nz/#!C9UxEQxI!f7Lspw0cK9CKL_AzqHpIZouMOtMl5Ivyxi3D4_wFfUg)
I don't know why it hand't been done yet with all this palette issues ingame.
AndiNo on 14/6/2019 at 11:32
Hi there!
I just wanted to let you know that this upscaling pack is really cool! Please keep on fixing the missing pieces/problems. Before seeing this I would not have believed that something like this would even be possible!
Thank you very much for this! :thumb:
Taffingtaffer on 14/6/2019 at 14:08
Yep, the blood and glyph are fixed now. As for the gear, I might have jumped the gun: (
https://imgsli.com/Mzk0Mg)
It's just how the model looks; it stands out more upscaled. ^^" Here's hoping someone knows which textures should be transparent.
Nothing else that seems wrong other than the tainted glass and paintings. Hopefully Gecko posts again soon enough.
downwinder on 14/6/2019 at 21:58
there was already a massive argument in the past about t1 vs t2 blood textures already
t1 when correct was the best, t2 made the blood look lame
so my view t1 blood stain would be best
DirkBogan on 15/6/2019 at 05:46
Despite the few minor issues that remain, I have to agree that this is an excellent texture pack, one that fills a niche that's no other graphics mod does: faithfulness to the original aesthetic. Without the palette-accurate saturation (e.g. v0.9.7), it was more like a 'Make Thief Gold look like upscaled Thief 2' mod. With the corrected saturation, it's magnificent.
Akven on 15/6/2019 at 10:19
I figured a way of fixing faces for illumination glasses, will try it soon.
Also I want to dedither act** images from res/obj. They cannot be upscaled because interface does not supports bigger textures. But I can dedither few not so good looking images and create proper transparency for them.
Taffingtaffer on 17/6/2019 at 18:03
That did the trick! If I had to give one more criticism is that the man's skirt from stain02 doesn't blend too well with his waist, but that's it, really.
Akven on 17/6/2019 at 18:28
If there is no more critical issues - I will create a post on reddit for mod. I will just wait for a few days for maybe Gecko's textures for paintings of some other minor issues. Will also look into stain02.