Akven on 27/1/2020 at 08:47
Any news?)
I completed about 400+ textures and 2 more videos.
Gonna upload something in the evening.
snobel on 27/1/2020 at 18:21
Sounds good. A basic tool for adding normal maps etc. is almost ready.
Akven on 27/1/2020 at 20:25
Link to Test 3
(
https://mega.nz/#F!w48mlADS!Li1L0nIk_XJWKQpg8keXgg)
There are two upscaled videos - one from good quality vanilla movie, one from bad quality vanilla movie) And last set of upscaled world textures (486 total).
snobel on 28/1/2020 at 16:09
Textures look great. Videos look good considering the quality of the source. You can see some details jumping around a bit, but it's original compression artifacts made more visible by the increased sharpness.
Akven on 28/1/2020 at 20:06
I can't further improve videos - this is the limit for me. They could be upscaled using different models, but I think Manga109 is the perfect one. Yes, it overall improves noise of the picture, but subjectively it looks better than artifacts from other models. I already used post-upscaling filtering for noise removal. And in videos with good vanilla quality there are good results.
I'm continuing to upscale textures, now I started to upscale character textures started with Garret himself.
The first reason for ugly textures look ingame is bad square-artifacted normal maps. Upscaling normal maps improve picture a lot - tried it on Garret's bow.
But upscaling normal maps is more complicated issue, so I stick to characters for now.
Akven on 31/1/2020 at 15:23
BRONZEgoodness_D
Upscaled XBOX version of the texture vs some manual rework. I adjusted texture to look like normal map
(
https://imgsli.com/MTE1Njg)
Akven on 1/2/2020 at 06:24
OK, here are the list of all the materials ingame in google sheets
(
https://docs.google.com/spreadsheets/d/1GL3K2SvhwjzF3RE15q_sdCpPQQkly1DyrJ--uH7zJlY/edit?usp=sharing)
It's easier to navigate and sort by matlib or by empty normal maps. I'll edit this list and color tables with added normals.
I tested yesterday all the additional materials:
-specular. I thought it would affect the highlighted areas of the textures to help distinguish wet or metal surfaces. But it seems the only purpose of the specular map in Thief 3 is to act like some sort of overall brightness adjustement of the diffuse texture. Something you could do to diffuse texture in the editor by yourself.
-detail. It is some sort of layering additional texture on top of the diffuse. For example: to create effect like it was burn in some places or like it is dirty.
-mask. didn't tested it, but I think it masks areas there are additional maps apply or not apply.
-emissive. It seems it is the only map we could to use for improvements. It creates a glow from certain areas of the diffuse. Example: lighted windows.
-reflection. It is used in some of the material, but I couldn't see any difference when I apply reflection on any other texture.
-bump. no effect
-FX. It didn't used in Thief 3 at all and I didn't test it.
Report for today:
-714 textures are ready. Want to complete diffuses before I go to normals
-20 videos are ready, 1 almost ready and 1 left to upscale
Akven on 2/2/2020 at 18:23
Successfully created and added normal maps for T3_GENsigns family.
(
https://mega.nz/#!Il1HmKhK!bsQMfBRZsNTmZIZe7IHZby0nmPDCGQ_zC9URrzspXjM)
You can see the result in the first seconds of the first training level of the game
Test the archive for yourself
As for speculars and reflections - I suggest
Glypher and
snobel should cooperate their knowledge of 3DS Max materials and programming. Glypher shown me how reflections should look, and they are working in his variant of matlib editing.
For now I can create some config for using in the snobel's program in the future. Like:
#T3_DOC
DOCwall512C_D = DOCwall512C_N
#T3_GENsigns
CityWatchSign_D = CityWatchSign_N
GEN_signBlueHeron = GEN_signBlueHeron_N
GENsign_backalley = GENsign_backalley_N
GENsignArmorer_D = GENsignArmorer_N
GENsignBeer_D = GENsignBeer_N
GENsignNoose_D = GENsignNoose_N
GENsignPotion_D = GENsignPotion_N
GENsignThehungrystork_D = GENsignThehungrystork_N
medsign_D = medsign_N
These are the families I completed. I will mark my progress in google sheets
(
https://docs.google.com/spreadsheets/d/1GL3K2SvhwjzF3RE15q_sdCpPQQkly1DyrJ--uH7zJlY/edit?usp=sharing)
I also need some help in creating cube maps in dds format as game cubemaps upscaled strangely and they need to be recompiled as cube maps again.
Akven on 3/2/2020 at 03:46
Videos are ready!!!(
https://cloud.mail.ru/public/3Zt1/47zuLVaeS)
Rename them from mkv to bik and place/overwrite to Thief - Deadly Shadows\CONTENT\T3\VideoTextures\ folder.
Shoud I create new thread for them?
I think there is a way to install them via sneaker upgrade without replacing originals, but I'm not expert.
Movies only usable in Sneaker upgrade because of mkv/x264/flac combination
P.S. I know, Thief trailer and some movies look like s..t, but it is because original Thief 3 movies in quality are worse than Thief 2 movies