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ForumsDiscussion Forum → Anything games
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Anything games
2019-02-28, 12:07 AM #761




blood from a stone...
2019-02-28, 12:17 AM #762





well, if anybody thinks of how this can work, let me know I guess
2019-02-28, 12:21 AM #763
Those look incredible
2019-02-28, 12:24 AM #764
Funny thing is, I'm pretty sure you could train an AI to generate metallic and roughness maps along with this. Just based on these results. Maybe even the same program?

You'd need a pretty big training set tho
2019-02-28, 12:25 AM #765
Oh, and if anybody has JK texture requests, let me know. Just give me the name.
2019-02-28, 12:44 AM #766
Idk the name but the switch which looks like it has a hoof on it?
2019-02-28, 1:03 AM #767
Originally posted by Reid:
Idk the name but the switch which looks like it has a hoof on it?


Ok. This one didn't turn out so good.



Here's some Dark Forces Too. I mean, too.






tbh I think Jedi Knight gets more out of it than Dark Forces.
2019-02-28, 1:55 AM #768
Looks better to me, idk. Also the graffiti on that crate is incredible.
2019-02-28, 3:05 AM #769
I am not doing anything with this. I had the textures, so I hacked Gorc to use them. That's all. This is just a proof of concept.





2019-02-28, 3:07 AM #770
Cont.





2019-02-28, 3:09 AM #771
Cont.



So it's pretty cool. If huge textures could be made to work reliably in the game, it'd be an easy way to get a nice visual boost that's consistent with the original art style.
2019-02-28, 4:39 AM #772
One more batch, this time with models and the other levels





2019-02-28, 4:41 AM #773
Con't





2019-02-28, 6:49 AM #774
Originally posted by Jon`C:


Possibly the best one in the lot (aside from the stormtrooper *ahem*). As with the Deus Ex examples, it really seems to work very nicely on the (character) models.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2019-02-28, 6:51 AM #775
As for my request, hmm...
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2019-02-28, 7:03 AM #776
god damn those look pretty fantastic given the one-click nature of generating them.
2019-02-28, 7:32 AM #777
Yeah, a few have a bit of jank to them but overall it's seriously impressive for taking the efforts of only an evening. Also high res textures really highlight when **** is misaligned..
2019-02-28, 7:57 AM #778
I never realized before how much Nar Shaddaa is a combination of Blade Runner and 80's movies which feature tough street gangs.
2019-02-28, 8:06 AM #779
"He say you Jedi."
"Tell him I'm eating."
2019-02-28, 2:24 PM #780
Question for the actual software devs: Which C++ compiler is preferred? I'm currently using g++ with notepad++ as my text editor, but I'm sure there are better options, at least for a text editor.
2019-02-28, 2:25 PM #781
Originally posted by saberopus:
"He say you Jedi."
"Tell him I'm eating."


Tell that bucket of bolts 8t88 I'm eating.
2019-02-28, 2:37 PM #782
Originally posted by Reid:
Question for the actual software devs: Which C++ compiler is preferred? I'm currently using g++ with notepad++ as my text editor, but I'm sure there are better options, at least for a text editor.


Windriver, obviously.

Edit: ask again in the CS thread? :p
2019-02-28, 2:38 PM #783
Originally posted by Jon`C:
Windriver, obviously.

Edit: ask again in the CS thread? :p


I suppose that would be a much better place to post it..
2019-03-01, 4:52 AM #784
I've been training a Dark Forces model for the last couple of hours. Early results!

Original left, model from above in middle, Dark Forces specialized model on the right.




2019-03-01, 5:25 AM #785
Tech stuff was the worst case for the previous model.

Same as above (original - earlier model - Dark Forces model)





We'll see how it looks in a day or so.
2019-03-01, 6:00 AM #786
Want to check how this custom one would fare with ESRGAN?

[Unable to find specified attachment]

(Texture courtesy of BSR's "Liberating Cloud City", one of the absolute best JK/MotS custom SP levels)
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2019-03-01, 12:47 PM #787
Needs to be a clean rip. Use PNG, not JPEG. None of the models I have fare well with compression artifacts.
2019-03-01, 12:52 PM #788
Here's a direct MAT->BMP rip (unless you specifically needed PNG, in which case, uh, sorry!)

https://www.dropbox.com/s/ou1ma8462avok6x/test2.bmp?dl=0
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2019-03-01, 12:58 PM #789
But your response did make me realize the inevitable issue with trying to resize a lot of custom textures from old levels (especially those that weren't made by texture pros), their compression issues will show...

[Unable to find specified attachment]

That's a 256x256 texture from the same level, converted into PNG from MAT->BMP. Odd artifacts present even in the original texture.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2019-03-01, 1:50 PM #790
Color banding is okay! I've been training the Dark Forces model to correct that.
2019-03-01, 1:54 PM #791
Dithering aint tho lol

DF model:



Manga model:

2019-03-01, 1:56 PM #792
The original JK textures aren't dithered. Areas that look like stippling are supposed to be rough (I think, or at least that's what my model thinks, and I happen to agree with it). Levels that created their textures to be visually consistent with JK's are going to fare better with a ML based upsample.
2019-03-02, 12:32 AM #793
Thanks. Oh yeah, that's rough. And very good to know w.r.t. anything ESRGAN/Topazing DXN or anything.

CoolMatty mentioned that the enhanced floor texture in this screenshot doesn't tile smoothly/well, but the more I look at it, actually neither does the original. But I guess with some textures the tiling might actually get a bit misaligned.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2019-03-02, 1:51 AM #794
Of course, the results still look nice:

[Unable to find specified attachment]

And it seems that no .jkl U/V scale modifications are required since my method for getting originally 256x128 textures to work can be applied to smaller textures as well, but it will indeed result in a 9 kb MAT becoming a 2.5 MB one (in this case). Not that it's too big of a deal for some people (me included), though.

In other words, in order to get a hi-res version for a texture like this...

[https://forums.massassi.net/vb3/attachment.php?attachmentid=28236&d=1551448804]

...to work in JK without messing up the texture coordinates and the like, you need to make sure that the hi-res version looks like this:


[Unable to find specified attachment]
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2019-03-02, 2:02 AM #795
Originally posted by Nikumubeki:
Thanks. Oh yeah, that's rough. And very good to know w.r.t. anything ESRGAN/Topazing DXN or anything.

CoolMatty mentioned that the enhanced floor texture in this screenshot doesn't tile smoothly/well, but the more I look at it, actually neither does the original. But I guess with some textures the tiling might actually get a bit misaligned.


CM should PM me if he wants a Discord invite.

Yes, some textures aren't going to tile well after this process. I have some ideas about how to clean those up automatically. Scaled textures are also missing alpha. That should be easy to fudge using the source alpha for most textures, but transparent areas don't necessarily line up with the originals, either. Ultimately there would need to be some non-trivial manual touch up work for any texture pack (at least, one that wasn't visually annoying). Hi res/hi color textures will probably never work in JK anyway, so these problems will probably remain unsolved.

About 25% done training the Dark Forces model, I think. Should only take three or four more days. There are still major improvements each epoch.

2019-03-02, 2:04 AM #796
Originally posted by Nikumubeki:
Of course, the results still look nice:

[Unable to find specified attachment]

And it seems that no .jkl U/V scale modifications are required since my method for getting originally 256x128 textures to work can be applied to smaller textures as well, but it will indeed result in a 9 kb MAT becoming a 2.5 MB one (in this case). Not that it's too big of a deal for some people (me included), though.

In other words, in order to get a hi-res version for a texture like this...

[https://forums.massassi.net/vb3/attachment.php?attachmentid=28236&d=1551448804]

...to work in JK without messing up the texture coordinates and the like, you need to make sure that the hi-res version looks like this:


[Unable to find specified attachment]


Oh. Uh. I'm not sure I follow what ****y **** JK.exe is doing with texture coordinates that you were trying to explain here. If I just gave you a mountain of PNGs, would you be able to construct a working texture pack?
2019-03-02, 2:20 AM #797
Well, long story short: In theory it should be possible to get a 100% hi-res ESRGAN'd texture pack for JK.

Hopefully through an automated process, though, since a lot of the textures would also have to go through an automated "duplication process" to save up a lot of time.

Like in the LCC example: a 64x128 texture was upscaled to 256x512 one, but the actual hi-res .MAT file is a 1024x1024 one where the 256x512 textures has been repeated 8 times (as seen above). Otherwise the new texture won't show up properly in JK.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2019-03-02, 2:23 AM #798
So the largest original MAT would have been 256x256. When upscaled, it will be 1024x1024. Does that need to be duplicated, or will the texture coordinates just work for a texture at that resolution? Like I said, I don't understand what JK is doing to the texture coordinates at 1024x1024.
2019-03-02, 2:30 AM #799
Nar graffiti detail

Source / manga109 / DF model (WIP)

2019-03-02, 2:35 AM #800
Well, the quickest graph is this (after JK has been patched to support post-256x256 textures):

* 256x256 can be instantly replaced with a 1024x1024/2048x2048/4096x4096 texture without any tiling/internal duplication.

* 256x128 can't be upscaled with a 512x256/1024x512/2048x1024 texture, because it will mess up the texture coordinates in JK. So in this case, for example, you have to turn the 1024x512 upscaled texture into a 1024x1024 one where the 1024x512 one is repeated twice. So it'd require the use of editing software (Photoshop etc.), and could likely be automated.

As for how the maths go for smaller textures, well, that's where my brain power stops. :P But in the 64x128 one above, the hi-res version that you made (256x512) had to be repeated 8 times in the 1024x1024 texture to make it appear properly in JK.
Star Wars: TODOA | DXN - Deus Ex: Nihilum
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