Akven on 14/1/2020 at 04:16
I found them. Next question:why there are two folders, Textures and PCTextures with a lot of identical textures? Which should I use.
Akven on 14/1/2020 at 04:47
I finally started to upscale movies. And figured a way to upscale textures:
-convert dds to png
-script for adding additional pixels to the borders of the pictures for correct tiling
-DXT1 compression restoration model for ESRGAN
-ESRGAN upscale magic
-script for removing additional pixels
-convert png back to dds
Also, as I see, not all the textures had normal maps available. I can create this normal maps, but I don't know if it is possible to somehow make the game run them.
snobel on 14/1/2020 at 10:03
Quote Posted by Akven
why there are two folders, Textures and PCTextures with a lot of identical textures? Which should I use.
PCTextures. The Textures folder were for the Xbox, so probably lower quality due to the memory constraint.
Quote Posted by Akven
Also, as I see, not all the textures had normal maps available. I can create this normal maps, but I don't know if it is possible to somehow make the game run them.
Somebody tried previously adding new normal maps as external files, but it didn't work. I'm going to have a look at it to see if there's a way, either using T3Ed or a code patch.
Akven on 14/1/2020 at 19:24
Done some tests with Community Patch
For splash and menu screens game supports up to 4096x4096 resolution (didn't tested higher resolutions). I think for other textures too.
I don't see the point of upscaling menu to such resolutions, 2048x2048 would be enough, but I can do it. As for textures - very few textures had 1024x1024 size, most of them are 512x512 (so after ESRGAN they will be 2048x2048)
Also I found a good GUI for ESRGAN, with which I can automate alpha channel extraction.
(
https://github.com/ptrsuder/IEU.Winforms/)
Akven on 15/1/2020 at 06:00
How many files do you have in PCTextures folder in editor version of the game?
I found one broken normal map texture:
InnGuard_U_N.dds
Does it broken for you too or it is my HDD fault?
If it broken for everyone, I will regenerate it
Akven on 15/1/2020 at 07:33
Interesting thing:
Very view textures had not only normal maps, but also specular map and _b (bump?) map.
For example:
GENfloorD_D.dds - Diffuse
GENfloorD_N.dds - Normal
GENfloorD_S.dds - Specular
GENfloorD_B.dds - Bump?
If we will be able to add normal maps for textures which had none, maybe we could regenerate specular maps too?
snobel on 15/1/2020 at 09:02
Quote Posted by Akven
I don't see the point of upscaling menu to such resolutions, 2048x2048 would be enough
Sure - no need to upscale beyond what's justified by the source material.
Quote Posted by Akven
How many files do you have in PCTextures folder in editor version of the game?
1969 .dds files, including those in subfolders.
Quote:
I found one broken normal map texture:
InnGuard_U_N.dds
The one I have looks, ahem, normal.
Quote Posted by Akven
Interesting thing:
Very view textures had not only normal maps, but also specular map and _b (bump?) map.
For example:
GENfloorD_D.dds - Diffuse
GENfloorD_N.dds - Normal
GENfloorD_S.dds - Specular
GENfloorD_B.dds - Bump?
That texture is part of the T3_GEN material library. If you load that in the editor, it looks like only the diffuse and normal parts are used. The others could maybe have been copied in by mistake because the texture comes from some third-party library?
Quote:
If we will be able to add normal maps for textures which had none, maybe we could regenerate specular maps too?
If they work, they'd need to be added to the matlibs. Doing a bit of research, it looks like that's one of the things for which you need a particular version of 3DSMax. :tsktsk: I'm going to have another look at hacking it in, but due to the complexity of the matlib files, I'm not optimistic.
Akven on 15/1/2020 at 09:28
If those specular maps are not used/not supported ingame - I will not upscale them.
I sorted all the textures by compression type (DXT1/DXT3 with BC1 or lossless compression) and sorted out normal maps from diffuse maps.
So I can now test upscaling on different sources.
Normal maps needs to be upscaled with special model or by separating RGB channels.
Diffuse maps needs to be upscaled based on transparency by separation alpha from color and upscaling them separately and merging in the end.
Also need to preserve tiling in level textures. And somehow test DXT BC restoration model prior to everything.
Should I generate mipmaps in DDS files? Most of the Thief 3 textures had none.
snobel on 15/1/2020 at 10:01
Quote Posted by Akven
If those specular maps are not used/not supported ingame - I will not upscale them.
I've found an example of a texture (GARbowmetalgriphi) which has a specular map assigned in the matlib (T3_bow). Also, there's a bump map entry in the texture properties, although the ones I've seen until now have all been "None".
I'll try to extract the names of textures from the matlib files, to hopefully get a list of textures that are actually used.
Quote:
Should I generate mipmaps in DDS files? Most of the Thief 3 textures had none.
Maybe generate mipmaps only when the original texture has them?
Akven on 15/1/2020 at 10:22
snobel, maybe could you replace specular map for bow with something with a big words TEST on it. And see if it would be visible ingame. If so, engine supports specular maps. (I did it testing 4096x4096 sizes for splash screens, wrote TEST on top of tested T3Calibration)
I think we could generate those additional maps for any textures with some automate tools.The only question is inserting it back to matlibs.