Akven on 21/8/2019 at 20:06
Hello everyone. I decided to try to upscale Thief 2.
But I have several question.
There are a lot of full.pcx pallette files in fam folder. Do they contain the same palette or every subfolder had it own?
Also there is pal folder with palette files:
DARKPAL.PCX
THIEFPAL.PCX
Are they similar? In which cases they are applied?
What palette should be used for mech and obj folders if any?
I see there are a lot of Thief Gold textures used in renamed folders, but I suggest they are using slightly different palette?
Gecko on 22/8/2019 at 08:53
WTF??? What's wrong with you man?
Yandros on 22/8/2019 at 12:31
There is a common palette as in T1, but it is not used very much in T2. In \fam (terrain textures), every family has its own full.pcx and its palette is used for the textures in that family, so each family has its own palette. In \obj and \mesh, textures in the \txt subfolder use the default palette as in T1, but textures in the \txt16 subfolder each use their own palette, and you will find that almost all textures in both areas are in \txt16.
Downwinder.... please not here.
EDIT:
For posterity and to avoid confusing anyone, the info above primarily applies to original LGS textures, which are mostly in .pcx format and are palettized (256 colors). Most custom textures used by FM authors in the NewDark era are PNG or DDS format and are not palettized.
Akven on 26/8/2019 at 19:23
Yandros
Is there is any point in actual applying palette to fam textures for Photoshop purposes??
I tried several times, but the image with applied pallette absolutely identical to original converted to png image.
I suppose it makes sense for engine, but if I just convert all images to png - they will be using correct palette anyway?
Yandros on 27/8/2019 at 12:59
Not all of them, no. Most notably the fam textures will not have the same palette if you convert them to PNG, since by doing so you are effectively establishing their palette. Many of them will look virtually the same, but some will look noticeably different without having their family's palette applied. All of the textures in obj/txt and mesh/txt will be the same. However, all textures in obj/txt16 and mesh/txt16 (which represent the vast majority of object and mesh textures) have individual palettes already so you could probably convert them to PNG without any noticeable effect in game.
That being said, the difference in T2 is certain to be much less noticeable than in T1.
Akven on 27/8/2019 at 18:35
I applied palettes to FAM textures. Yes, some folders indeed uses old Thief Gold palette with increased saturation.
I also checked mesh and obj folders - each file had its own palette, so I can just convert them to png.
This is FAM textures from Thief 2 with all the palettes applied, converted to png for further usage. In case anyone would not be so happy to spend hour of his time to palette applying.
(
https://mega.nz/#!v0E2lIYJ!-ZGw6wpuD5ii7ThcoJ6iPPxh909WBSbTVbuDt87YD4U)
Yandros on 28/8/2019 at 12:57
Very nice, thank you! I'm sure that work will be appreciated by folks around here.
Akven on 31/8/2019 at 21:08
I found an easy way to create already tiled textures after upscaling. Just two scripts in photoshop.
One adds 32 pixels to up, down, left and right parts of the texture with opposite content of the picture
After upscaling another scripts deletes this additional 32x4=128 pixels.
Upscaling algorithm uses this additional information to repeat tiling if there were any.
Myabe there are too much steps, but it works
(
https://mega.nz/#!GsNHzKYb!dclX7P4VZ-GxPeh6ncUOeKAxHzKAVGVWlSBhRA3mIXs)
Akven on 1/9/2019 at 12:47
BTW, are you interesting in T2X upscaling?