snobel on 22/1/2020 at 07:55
Looking great...
Quote Posted by Akven
BTW, how to create screenshots in Thief 3? Print Screen is not working.
The SneakyTweaker has a page providing some options for screenshots. If you find that those don't work either, then something must have changed in Windows. (I'm a couple of versions behind.)
Quote:
And what is the magic with Bloom setting overriding Multisampling setting in menu (I can only get Bloom with Multisampling: 1 or Multisampling 16 but without Bloom)?
Yes, bloom and multisampling are mutually exclusive. It's probably an artificial restriction for performance reasons anno 2004. I tried once to remove it but it didn't work out.
Akven on 22/1/2020 at 09:26
For Multisampling I think I can force it from driver.
Will look screenshot options in the evening
Also I want to test how Thief 3 will work with Reshade
snobel on 22/1/2020 at 16:29
Now that the .mlb files are somewhat understood, it's possible to add more than just normals: :)
Inline Image:
https://www.dropbox.com/s/jqd6dm2azx3e7il/texture_parts.png?dl=1I tried adding more components for the floor above, in the form of all-black and all-white textures. There was a visible effect for all map types except Mask, Bump and FX. (FX is not used at all in the game.)
Unless you're interested in experimenting with some of those other map types I'll limit the matlib-generating tool to work with diffuse, normal and specular. (It'll take a bit of time but hopefully a first version can be ready next weekend.)
Edit: The GARbowmetalgriphi_S texture is used as the Mask component on Garret's bow - must be why changes didn't show up. The bow grip does have specular (specular03) but it's not very visible.
Akven on 22/1/2020 at 20:32
I found how to do screenshots. Honestly, there are not so much changes with textures, mostly changes are visible up close. But I didn't upscaled everything, not yet.
I can automate creation of normal maps, but for other things we'll need to use some additional software. For specular I can use AwesomeBump, but it can create textures only one by one, not automated.
And just to be clear, that is the priority of creating additional maps? And meaning of the maps itself:
Diffuse - texture itself
Normal - easily automated
Specular - it is reflection of highlighted areas in texture, useful for metal and so on. In AwesomeBump I can change the amount of strength for this one (metals are more highlighted, wood is not and so on).
Detail - some high noise texture for adding additional details in UE when looking upclose.
Emissive - judging from the google - it is self-shining of the texture (lights/windows)
Reflection - map for the surrounding reflected in texture, but as I understand you could just use copy of specular map for reflection
Akven on 22/1/2020 at 20:45
(
https://imgsli.com/MTEyNjQ)
There is clearly a bug in texture filtration ingame or with normal/any other map for the stone texture to the left side of the screen.
snobel on 23/1/2020 at 16:06
That does look rather bad - I think it's partially due to the texture scale, but mostly because of the weird blockiness. Looking at the texture files (GENrockA) it seems to be present mostly in the normal map, so if you've upscaled the existing one then it may be better to regenerate it from the upscaled diffuse instead?
Akven on 23/1/2020 at 19:15
Yes, is was artifacts in normal map in the original game.
Test from the distance vanilla vs ESRGAN (not much differences)
(
https://imgsli.com/MTEyNzk)
Test upclose
Vanilla vs Just upscaled diffuse maps
(
https://imgsli.com/MTEyNzk/2/3)
Vanilla vs Generated left normal map and upscaled right normal map
(
https://imgsli.com/MTEyNzk/2/4)
ESRGAN Diffuse vs ESRGAN Diffuse+Normal
(
https://imgsli.com/MTEyNzk/3/4)
I'd like to see how this screen would look like with specular map added (DOCwall512B and GENrockA textures).
As for my opinion:
Good looking normal textures should be just upscaled (they upscale perfectly with splitting to three images by RGB channels and upscaling them one by one with greyscale ESRGAN model and then merging back). Ugly looking and missing normal maps should be regenerated. As I tested - ESRGAN do not generate normal maps very well, so I used Awesome Bump program for generation. It generate speculars as well. It even had batch mode.
snobel on 23/1/2020 at 21:00
For the time being, here's a couple of (
https://www.dropbox.com/s/hyk0r2cx1pelra5/specular_test.7z?dl=1) override .mlb files, which will add a specular map to those two textures. The included speculars are placeholders, but enough to see an effect. Just extract the files in the mod you're using for testing and after verifying that it's working, replace the *_S.dds files with something useful. :)
Akven on 24/1/2020 at 04:55
MLB files definitely works, but it seems I'm not so good at creating speculars :cheeky: If it is speculars they contain)
But hadn't much time yesterday, need to test more. I'm continuing to upscale (about 400 diffuses are ready and 2 more videos).
Videos are the longest process:
-5-15 minutes to decode bik to png
-1-2 hours for ESRGAN dejpeg model
-3-5 hours for ESRGAN upscale model
-30-60 minutes to convert png to lossless x264
-2-4 hours for filtering and final encoding
If I need to manually correct artifacts or use deinterlace +1-2 hours
Textures are faster, but it is a boring process:
I'm using 7 ESRGAN models (Skyrim textures, Skyrim weapon textures, Manga109, Manga109 Improved, Rocks and my own ThiefGold and ThiefGoldMod), so I get 7 results for every texture (14 actually, 7 variants are from preliminarily downscaled by 0.5x original textures). So I need to choose subjectively from 14 variants which looks the best and close to vanilla and combine/edit them if needed. Most of the time I use my own models cause I think they look better in most cases.
Also I always use DXT-BC artifacts removal model.
For normals I can use special normal upscale model or split RGB channels and use special alpha greyscale upscale model. Second choice looks better I think. Special alpha greyscale upscale model also can be used to split and upscale alpha from textures.
snobel on 24/1/2020 at 10:43
That's a lot of work...
I'm not too optimistic about specular maps etc. There's some data in the .mlb files that I haven't figured out, and which could well affect the appearance of the various components. You can't access those values in the editor, so I guess that old version of 3DSMax for that. Normals could be affected too, so I'll have another look at those.