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Topic Summary

Posted by: vurt
« on: 29. December 2024, 11:07:14 »

ok, i put up a small resource pack under General. 
Posted by: voodoo47
« on: 29. December 2024, 09:02:07 »

mod/admin account does not have a limit, but I'm thinking if it's more than 200MB, then we probably should host it elsewhere - Nexus if you like that, and maybe a ModDB mirror for people who can't be bothered to create accounts.
Posted by: vurt
« on: 29. December 2024, 04:55:25 »

what's the file size limit on here btw?

I was messing around with some of my older AI models and one of them is really good at creating Sci-fi doors/walls/crates. I can do a SS2 inspired texture pack as a modder's resource and put it up here... but it's going to be big.. i can use nexus mods otherwise.
Posted by: vurt
« on: 29. December 2024, 01:43:46 »

it's great at very detailed stuff such as something broken, not so good at cleaner stuff.

buuut... you can obviously train a model on really clean stuff which has very little detail, that would've worked well for that clean valve door.
i don't have such a model though. my models are now very old, i made most of them last year and a few in early 2024. i'll get back to doing them at some point i guess, it's extremely time consuming.
Posted by: voodoo47
« on: 28. December 2024, 23:12:34 »

interesting - one would think the broken wall would be much more difficult to generate, but it came out pretty much perfect on the second try.

oh well, not going to look a gift horse in the mouth too much - thanks either way.
Posted by: vurt
« on: 28. December 2024, 22:43:59 »

...depends on how hard you go with the img-img generation. this is "tracing" the image to around 45%.. i can trace it to 60-70% and they will appear for sure, but the quality will be awful, much worse than the blurry version above.
AI is unfortunately tedious to work with, every image has to be generated usually 5-100 times, depending on what it is, usually one image comes out that looks decent. the prompt has to be descriptive enough, and this is perhaps where i am lacking the most since English isn't my first language.

Posted by: voodoo47
« on: 28. December 2024, 21:49:59 »

wonder why it just deletes the few lines that are connecting the circle to the corners. ah well, this will have to do then, I guess - thanks.
Posted by: vurt
« on: 28. December 2024, 21:09:32 »

it was the best of around 40 images. but i can try to smooth the original image, maybe that gets rid of the pixelation artifacts. i'll do a test later.

since it's not a color texture you can always change saturation to get rid of the red/brown pixels btw.

edit:

way more blurry though.. i prefer the former personally. just make sure you reduce the saturation.
Posted by: voodoo47
« on: 28. December 2024, 19:12:59 »

hmm.. that one will have to be adjusted, it somehow got brownish at certain places, and there is an extra thin grey line on the left and right side that shouldn't be there. few lines are missing in the corners if you check my screenshot, and those that are still there got curved.

maybe one more pass, and then we'll just pick one that's better, and maybe I can adjust it slightly myself (I actually can do a little bit of texture work if it's not too complicated).
Posted by: vurt
« on: 28. December 2024, 18:21:13 »

This is as close as i can get with that one.

well, i can get closer but the quality will suffer a lot, the metal will look pixelated etc. These textures are hard because of how it interprets the pixelated metal, so to get a smooth metal surface without it adding rivets and whatnot isn't easy. Low-res wood is much easier.
Posted by: voodoo47
« on: 28. December 2024, 09:50:57 »

was just about to say this should be it for now, but yeah, the airlock texture, lets maybe get that one up to scratch too.
Posted by: vurt
« on: 27. December 2024, 23:04:51 »

np, let me know if there's something else.
Posted by: voodoo47
« on: 27. December 2024, 19:37:12 »

yup, that will do just fine, thanks. I also extend my gratitude to our future AI overlords, good job, don't put my head into a jar when your time comes.
Posted by: vurt
« on: 27. December 2024, 18:52:54 »

ok, one more try.
Posted by: voodoo47
« on: 27. December 2024, 18:30:55 »

almost - that one bit in the mid-left part of the texture got interpreted as pistons with some wiring underneath, ideally should not be that, this really is just an exploded wall. also, the largest round (bullet?) hole needs to go, the way the texture is wrapped around the objects cuts it in half and places it right at the edges.

so maybe one more pass, and I shall stop yanking you into the Shockverse.
Posted by: vurt
« on: 27. December 2024, 17:56:56 »

Like this?
Posted by: voodoo47
« on: 26. December 2024, 12:36:03 »

and since we are already pushing various odd bits around, I think I'm going to hijack this topic just a little - it's pretty safe to assume you have the texture tools ready to go, so, any chance you could try to upscale the original ARBOR03B texture and transplant the damage bit to the already existing hires arbor03 texture, please? attaching both.
Posted by: vurt
« on: 24. December 2024, 09:39:27 »

I usually don't work on models if the original creator is still around. But if it's okay for vurt I can give it a go.

That would be great! Yeah i haven't messed with modelling for this game in a very long time.
Posted by: voodoo47
« on: 24. December 2024, 08:08:25 »

iirc he doesn't have the tools set up anymore, so figured it might be much easier just to have you perform a quick graft on the model.
Posted by: Olfred
« on: 23. December 2024, 18:06:38 »

I usually don't work on models if the original creator is still around. But if it's okay for vurt I can give it a go.
Posted by: voodoo47
« on: 19. December 2024, 10:15:54 »

I would suggest trying to add that fixed leaf ring at the base.

@Olfred a quick jab at this, maybe? something like cloning 4 of those leaves and making a solid base out of them? just to hide the stem that indeed looks weird when poking out of the ground just like that and rotating.
Posted by: Olfred
« on: 19. December 2024, 01:33:05 »

If you need anything else just ping me. Otherwise I will miss it as I'm not that active anymore and don't read all the threads.
Posted by: vurt
« on: 18. December 2024, 23:06:40 »

It's decent enough i guess, i'll set it up like an Optional download i think :)

Thanks for the video and thanks again Olfred, i'll make sure you're credited for the edit. 
Posted by: ZylonBane
« on: 18. December 2024, 15:22:46 »

Getting strong Wheatley vibes from that updated model.

"Tremble before my mighty crown of leaves, puny human!"
Posted by: Olfred
« on: 18. December 2024, 14:52:53 »

The way the model is made right now it's kind of the only way to animate it. If another result is desired one would need to change the model to two separate parts, one stationary one rotating.
Posted by: voodoo47
« on: 18. December 2024, 13:12:29 »

the way the new plant is constructed, this is probably unavoidable. it's also quite a bit taller than vanilla - either way, unless the model is redone from scratch, this is probably as good as it gets;
https://www.youtube.com/watch?v=riHr5xKLC0o
I'd consider this acceptable (nobody is claiming the flora part of the pack is true to vanilla). some kind of leaf ring at the base (that wouldn't move around) would make it infinitely better though.
Posted by: vurt
« on: 18. December 2024, 10:47:47 »

The the entire stalk rotates around, this is maybe the only way to animate this model though?
It looks odd. the original plant is stationary and only the eye rotates. ´

For me it didn't really track me at all though (the original mesh), maybe a bug or maybe its just how it works, but i think i remember it followed the player with its eye.

Thanks for giving it a shot!  Here's a save game at some eye plants.




[quick.7z expired]
Posted by: Olfred
« on: 18. December 2024, 03:30:23 »

Test if this one is working.
[eyeplant_new.bin expired]
Posted by: voodoo47
« on: 17. December 2024, 07:25:46 »

the original plant tracks the player along the horizontal axis;
https://www.youtube.com/watch?v=HvL8aSitvmw
btw that sound sounds like something we could borrow for SCP.
Posted by: Olfred
« on: 17. December 2024, 02:34:55 »

So I took a look at the original model and the new one. And there is some kind of an issue I'm running into. From what I see it seemed liked in the original the stem in the middle bobbed back and forth and the leafs at the bottom were standing still. Is my assumption correct?
With the new model there is no separation between the stem and the leafes, so the model needs some kind of separation for the animation to be implemented.
If someone could make me a little clip, or show it to me in some video on youtube I could maybe modify the new model in a way to add it in. But I would kind of need to know what it's really doing, and to what extend.
Posted by: vurt
« on: 14. December 2024, 18:03:00 »

Updated the first post with 6 direct comparison screens + overall update to what's been done and what i'm working on.
Posted by: vurt
« on: 14. December 2024, 16:36:04 »

Great, thanks a lot for checking it. Here are the 3 textures it uses.
[txt16.7z expired]
Posted by: Olfred
« on: 14. December 2024, 16:27:24 »

Okay, I'm gonna take a look at it.
If there is anything I need the textures for then please post them here or point me at them. I currently don't have Thief 1 or 2 installed.
Posted by: vurt
« on: 14. December 2024, 12:54:10 »

they are likely missing entirely. i made it in 2012 so kind of hard to remember heh
Posted by: voodoo47
« on: 14. December 2024, 09:50:38 »

the eyeplant bin, the one Vurt posted is new/hires, but its (turret? it's essentially a turret/camera, I think) joints are either broken or missing. the orig bin I posted is there for reference, its joints are fine.
Posted by: Olfred
« on: 14. December 2024, 09:44:37 »

I don't really know where to start reading in this topic, can someone give me a tldr on what I should take a look at? Something not looking right and no movement?
Posted by: voodoo47
« on: 13. December 2024, 23:33:51 »

and here is the original - I'm guessing it has those odd turret joints, which did not get transplanted to the new model, hence, no movement.
[eyeplant_orig.bin expired]
Posted by: vurt
« on: 13. December 2024, 23:19:26 »

its made for a completely round eye, not the octagon-like original one.

Here's the model if @Olfred can take a look at it
[eyeplant.bin expired]
Posted by: voodoo47
« on: 13. December 2024, 17:01:48 »

ok, but the old model still could take the new texture? //yeah, loads ok after renaming it to eyeball.tga, though the texture has a weird cut at the top part that could use fixing. if you still have the non-moving hires model somewhere, post it, Olfred may be able to fix it.

yes, forced on all flora should be fine, if you don't want to sweat the details, definitely less risk than not doing any. also, VINLEAF will not need it as its transparency is getting removed, but you probably know that.

guess I'll wait for 0.9c, and then we'll see.
Posted by: vurt
« on: 13. December 2024, 16:42:18 »

i checked the vines, they look 100% the same with it forced. but yeah, like you say, it's probably not needed. i just didn't want to think about if something was layered or not so i used it for all nature alpha textures.

yes, eyeplant.bin isn't in use any longer because that model didn't move like the original. Maybe i'll take a look at models as well later on..
Posted by: voodoo47
« on: 12. December 2024, 23:23:47 »

eeh I would avoid forcing it on all the flora, the standalone branches that are its own object don't need it, and will look slightly worse because of it. so for example, seqbrch1 won't need it.

I'll sift through it slowly.


but to make it short, it's pretty much this - as far as I can tell, single flat texture standalone branch/leaf objects do not need force_alpha_key, everything else does (branches attached to trunks, shrubs consisting of multiple flat textures etc). and if force_alpha_key is set, the archetype and all of its parent archetypes must NOT have any transparency set (hence, the gamesys dml).

as far as the tree01-03 situation goes, yeah, maybe just restore tree03, use the model for tree01 and tree02 as well, adjust the texture color to resemble the vanilla 01 and 02 model and call it good.


//a new texture for the EyeballPlant is in obj\txt16, but the model doesn't seem to be using it?
Posted by: vurt
« on: 12. December 2024, 23:13:56 »

I just have to keep an eye out, make sure the levels loads and that graphics aren't corrupted. it's mainly stuff like windows and doors i wanted to have in 2K, stuff you get really close to, it's probably not too many out of the 1500 textures, maybe 200'ish or so.

2048 textures are not exactly what we call hi-res these days, not for a big surface like a door. If you make a 2048 texture for a small vase we are talking about hi-res in a way that might be pushing it to an idiotic degree almost.. Big surfaces like walls, doors, 4K is good, 2K is decent, lower and it's pretty noticeable that it's lacking in detail.

I've forced it on all the nature / branches textures with alpha.
Posted by: voodoo47
« on: 12. December 2024, 22:48:10 »

well, it's not like you have much of a choice if you are hitting the engine/map limits.

any idea which model uses v_snbranch.tga and v_sn2branch.tga? probably force_alpha_key too. //yes. v_asp.tga, v_sqbranch.tga, v_fir.tga, v_fir2.tga too. updates to the gamesys needed, attached.
[gamesys.dml expired]
Posted by: vurt
« on: 12. December 2024, 22:24:41 »

If i get around it i can always do a 1K version, it's usually what i do with my mods anyways.

Obviously i'm not doing 2K because i believe anyone would rage over not having a 2K texture here and there, i make them because it simply gives at least a bit better quality, at least its something in a game where other stuff might not always look great. Maybe not everyone cares, but i do and i do know a lot of people appreciate high res textures, this from doing these kinds of mods for 15 years.
Posted by: ZylonBane
« on: 12. December 2024, 21:45:03 »

Throwing 2K textures at Thief? Yikes. In SHTUP even for the skyboxes I "only" used 1K resolution panels and it looks perfectly fine. In 400, 99% of the textures don't exceed 512x512.

2K for anything sounds like resolution just for the sake of resolution, especially in games this old. It's not like players are going to accept the low-poly everything, but then walk away in rage because they can barely discern a pixel in a texture.
Posted by: voodoo47
« on: 12. December 2024, 21:20:04 »

yes, that should fix those two plants.

also, as the flora is getting fixed slowly but surely, I'll walk back on the recommendation to split the mod into two. will be just fine as one if the issues are ironed out.
Posted by: vurt
« on: 12. December 2024, 21:17:05 »

yeah, i'll do another leaf with no alpha channel.
Posted by: voodoo47
« on: 12. December 2024, 21:16:03 »

well, the model is ok with the vanilla texture.. lets see.. yes, that is exactly it.
[VINLEAF.tga expired]
[fixplant.jpg expired]
Posted by: vurt
« on: 12. December 2024, 21:09:38 »

that will happen with 2D planes, from certain angles it will not be visible. but it's also likely i will have to move the small part where it connects to the plant so that the UV-mapping gets a bit better, i will check that. Thanks

edit: yes, the original doesn't even have an alpha channel its just a big green plane so i can see how parts are missing.
Posted by: voodoo47
« on: 12. December 2024, 21:02:02 »

it actually also looks bad on the big plant, bit less bad but there should be no splits anywhere.

it's like the replacement texture is too small, and unable to cover the actual model, leaving some parts open because that bit of the new texture is transparent even though it should still be leafy.
The engine can only handle so many 2048 textures
aha, so that's why the recommendation to not go above 1024 unless absolutely unavoidable. again, EP2 and NecroAge probably can serve as a template.
[bigplantbad.jpg expired]
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