snobel on 15/1/2020 at 12:23
I've extracted the texture file names from the matlibs (will upload later), and that one specular map is the only one referenced... So maybe it was added by mistake, or specular maps were originally in, but were removed when they shoe-horned the game into the Xbox. I'll do some experiments to see if that one specular map is actually used.
Quote Posted by Akven
The only question is inserting it back to matlibs.
Unfortunately that's a big question, because most of the people who knew how to do that are no longer around.
Akven on 16/1/2020 at 06:35
Completed 3 videos and all the small logo videos.
Keeping searching through the textures. Found interesting things/bugs:
(
https://imgsli.com/MTEwOTY)
BRONZEgoodness texture is very different between diffuse map and normal map.
All the other *goodness textures looks like normal map with different material
(
https://imgsli.com/MTEwOTY/2/1)
So I think this is some kind of error in BRONZEgoodness_D. It is a copy of HammerGuard_L_D
I even don't know what it is ingame, I hadn't run it past first level :cheeky:
I'll post all the strange things in order. I don't have Thief 3 editor knowledge to see if it is normal. If anyone can do an instruction for me - it would be excellent
1. A lot of textures don't have normal textures - it is well known
2. ArmorGoodnessTrim_N.dds don't have diffuse map, only normal map
3. Gen_velvet_N is flat. But texture is clearly not flat. So will need to regenerate this normal map.
4. BRONZEgoodness_D/BRONZEgoodness_N/HammerGuard_L_D
5. There is lootgoodness_N, but no diffuse map.
6. Normal map for Teeth_Normal_D is flat
snobel on 16/1/2020 at 11:59
Quote Posted by Akven
Completed 3 videos and all the small logo videos.
Sounds good!
Quote:
2. ArmorGoodnessTrim_N.dds don't have diffuse map, only normal map
This one seems to be unused, at least outside of FMs.
Quote:
3. Gen_velvet_N is flat. But texture is clearly not flat. So will need to regenerate this normal map.
6. Normal map for Teeth_Normal_D is flat
Yes, looks like these could be improved.
Quote:
4. BRONZEgoodness_D/BRONZEgoodness_N/HammerGuard_L_D
I think you're right that the D part is wrong. The texture is apparently used only in the Docks3 map (the zombie ship). I painted some harsh colours over it and ran around the map a bit - it's used on a lamp in the captain's cabin! Replacing it with a more bronze-y version of e.g. GOLDGoodness1_D could work.
Quote:
5. There is lootgoodness_N, but no diffuse map.
No idea about this one, but it appears to be referenced by all the maps.
Akven on 16/1/2020 at 12:48
Maybe you could tell me. How can I find which texture used with which normal map and how they are looking ingame? In editor.
There are some textures with one normal map for several almost identical diffuse maps. And several diffuse maps with strange normal maps with different scale/offset factor.
snobel on 16/1/2020 at 14:01
I don't know of an easy way to do that. You can load matlib (.mlb) files in the texture browser (the small window that opens on top of the main T3Ed window) but you'd have to find each texture, right-click and select Material Info.
If you want, I can upload a file listing which texture names are referenced in which matlib file(s). Then it would be doable if you're only after a few problematic items.
Akven on 16/1/2020 at 19:31
Quick test of some upscaled textures
(
https://mega.nz/#!cpc1jC5B!UcWHLE6fBafwprXLGRUoNpzU4mnFtIKlOyD7gnGugN8)
The vanilla textures are not so good in quality, so it differs from file to file. For the good looking textures they upscale quite well (CASdoor for example).
I first using DXT artifact removal model with PNG as an output file. After ESRGAN with different models and converting back to DDS. DDS is killing some quality, but this is the only way.
Also I found how to load MatLib files into editor and look for Material Info. There are specular maps and reflection maps used in some textures, so the engine supports it. If only we could hack matlib and insert own data.
snobel on 17/1/2020 at 14:28
Looking forward to seeing a full set in-game. :)
Can you post the names of the materials you found, which have specular/reflection maps?
I tried drawing heavy white/black lines over GARbowmetalgriphi_S.dds, but although the file is accessed by the game during start-up, I can't see a difference at all (assuming it's used on Garrett's bow, of course).
Akven on 18/1/2020 at 06:51
Example of good looking Thief 3 texture upscaling
(
https://imgsli.com/MTExNTY)
For some reason not all the textures in Thief 3 looks well.
I think I will upscale about 400 of the world diffuse textures and upload them for tests.
I'll test specular/reflection maps myself.
My theory is - original Thief 3 textures were not the original. Developers took some low-scale textures and upscaled them twice with little filtering. This can explain the results and why ESRGAN can't improve pictures much.
For test I'll make try next algorithm:
1. DXT-BC artifact removal
2. Downscaling 2x
3. Upscaling with ESRGAN.
Let's see the differences between two versions.
Akven on 18/1/2020 at 07:46
Not only that, but movies clearly were made by different people in different time with different encoding options. Some were badly resized like ThiefTrailerNoESRB_engl_none_30 and drepts_tale_engl_none_30, introducing visible lines artifacts.
I'll try to fix some issues, but it's impossible.
In drepts_tale_engl_none_30 there is interesting square bug in first part of the video, will try to remove it by hand in several frames.
(
https://imgur.com/undefined)
On the center of the screen near the candle. It's in the original video too. I think they tried to apply some post-effect and missed that
Akven on 18/1/2020 at 11:17
I couldn't see the specular effect on the bow either.
So the only thing we need is normal maps for everything. Cause game looks very flat on textures without them.