Akven on 30/7/2020 at 09:05
Give me a save. Strange thing
It's Keeper's Campground?
Looks like some textures are missing. I didn't change that textures if fix.
Akven on 30/7/2020 at 09:11
P.S. It's upscaled cubemaps acting like this
Delete
env_noise_01.dds
Env_WaterA01.dds
INVarrowENVMAP.dds
refmap_gold.dds
refmap_silver.dds
turbulence_01.dds
turbulence_gold.dds
turbulence_ruby.dds
That's strange, there is nothing abnormal in them. Maybe something in RGB colorspace. Will try several other options in the evening
lowenz on 30/7/2020 at 09:19
Quote Posted by Akven
P.S. It's upscaled cubemaps acting like this
Delete
env_noise_01.dds
Env_WaterA01.dds
INVarrowENVMAP.dds
refmap_gold.dds
refmap_silver.dds
turbulence_01.dds
turbulence_gold.dds
turbulence_ruby.dds
That's strange, there is nothing abnormal in them. Maybe something in RGB colorspace. Will try several other options in the evening
Not only those! Lamp transparency issue (alpha channel?) still remains.
And yes, Keeper Compound.
(
https://postimg.cc/sB6L7Bd5)
Inline Image:
https://i.postimg.cc/KzxyXL0p/Thief3-2020-07-30-11-18-11-262.jpg
Akven on 30/7/2020 at 09:47
It's GENbeigeMED_D problem. I added normal for this texture and flagged it as transparent cause it has alpha channel.
But the thing is in Thief 3 that some transparent textures used ingame as non-transparent. It's really strange but this is the way it was intoduced ingame. The same is for candle textures which are transparent but game don't use that transparency.
I'll unflag it in the evening.
Akven on 30/7/2020 at 16:57
I don't know what wrong with the cubemaps.
I am creating them using this command line arguments
Quote:
texassemble cube -nologo -o env_noise_01.dds env_noise_01-0.dds env_noise_01-1.dds env_noise_01-2.dds env_noise_01-3.dds env_noise_01-4.dds env_noise_01-5.dds
texassemble cube -nologo -o Env_WaterA01.dds Env_WaterA01-0.dds Env_WaterA01-1.dds Env_WaterA01-2.dds Env_WaterA01-3.dds Env_WaterA01-4.dds Env_WaterA01-5.dds
texassemble cube -nologo -o INVarrowENVMAP.dds INVarrowENVMAP-0.dds INVarrowENVMAP-1.dds INVarrowENVMAP-2.dds INVarrowENVMAP-3.dds INVarrowENVMAP-4.dds INVarrowENVMAP-5.dds
texassemble cube -nologo -o refmap_gold.dds refmap_gold-0.dds refmap_gold-1.dds refmap_gold-2.dds refmap_gold-3.dds refmap_gold-4.dds refmap_gold-5.dds
texassemble cube -nologo -o refmap_silver.dds refmap_silver-0.dds refmap_silver-1.dds refmap_silver-2.dds refmap_silver-3.dds refmap_silver-4.dds refmap_silver-5.dds
texassemble cube -nologo -o turbulence_01.dds turbulence_01-0.dds turbulence_01-1.dds turbulence_01-2.dds turbulence_01-3.dds turbulence_01-4.dds turbulence_01-5.dds
texassemble cube -nologo -o turbulence_gold.dds turbulence_gold-0.dds turbulence_gold-1.dds turbulence_gold-2.dds turbulence_gold-3.dds turbulence_gold-4.dds turbulence_gold-5.dds
texassemble cube -nologo -o turbulence_ruby.dds turbulence_ruby-0.dds turbulence_ruby-1.dds turbulence_ruby-2.dds turbulence_ruby-3.dds turbulence_ruby-4.dds turbulence_ruby-5.dds
It's generate cubemaps with the right order, however it's alters colors a little for some reason. I tried different format options, but to no effect
Original
Inline Image:
https://i.imgur.com/8NEM8ar.pngConverted
Inline Image:
https://i.imgur.com/ha3737E.pngI compress cubemaps after that to BC1 and the color returns to normal.
But they are all bugged ingame, all variants, compressed and uncompressed
What am I doing wrong?)
P.S. Funny thing. KEPbanner_D.dds texture used ingame, but not used in any material file. It seems it applied directly to the model without using materials, so I can's add normals to it
Akven on 30/7/2020 at 21:31
Several good news:
1. I was managed to add normal maps to KEPbanner_D even if it not in material library. I just added new material named KEPbanner_D and it's worked!
Look closely to the right part of the screen to the right banner.
(
https://imgsli.com/MTk4Nzc)
I restored normals for this textures not mentioned in matlibs:
CIVbanner_D
MANbanner2_D
KEPbanner_D
CtiyWatchbanner_D
Some of them could not be used ingame, but if they are used they will get their normal map
2. I restored one more normal to Warden Stout texture. Is was a bug in original game's materials, I fixed it
Original game
Inline Image:
https://i.imgur.com/hppv2Rs.jpgRestored
Inline Image:
https://i.imgur.com/pg0Reut.jpgOriginal game wrong material was
Quote:
warden_U_D.dds,0x000000,warden_U_D,0xe2e1de,1233192.500000,FALSE,FALSE,warden_U_N,,0x4d4d4d,,,,FALSE,,0.000000,0.000000,,,Normal,TRUE,FALSE,None,FALSE,0,Flesh,1.000000,0x0,0x0,1.000000
I changed it to:
Quote:
warden_U_D,0x000000,warden_U_D,0xe2e1de,1233192.500000,FALSE,FALSE,warden_U_N,,0x4d4d4d,,,,FALSE,,0.000000,0.000000,,,Normal,TRUE,FALSE,None,FALSE,0,Flesh,1.000000,0x0,0x0,1.000000
I want to sort out cubemap errors now, maybe
snobel can create reunite tool for cubemaps?) And there is menu background blue fog needs to be reupscaled.
3. I added normal to candle texture. Also upscaled flames and candle glow textures
(
https://imgsli.com/MTk4Nzg)
Candles themselves just look different, can't say if better or worse. But flames are clearly better now.
Also upscaled signs writings and some minor textures for waterdrops and so on. I hope none of them will broke the game:cheeky:
lowenz on 30/7/2020 at 22:22
Isn't the same zip file? :|