665be6f240f50

Page: [1] 2 »
665be6f241a99
2 Guests are here.
 

Topic: SS1 High-res objects Read 24771 times  

665be6f242273Gigaquad

665be6f2422df
Tags: °SS1 mod

(As discussed on TTLG)

SSEESP (the Enhanced Edition source port) users have to use the HighResObjTextures-v3.0 package, the other two downloads only work with the legacy builds of the game.

This graphical update replaces the existing 32*32/64*64 object textures with 256*256 ones. The textures were scaled with hq4x and Scale2x, then manually cleaned up to preserve the blinking lights. Since the textures are not redrawn by hand, they don't have any more details (shadows, texts, finer lines) than the originals.

Improvements:
  • Much less pixellation/aliasing when looking at objects from an angle
  • Rounder corners
  • Some extra colours to soften up hard transitions

Although there are few 3D objects in System Shock, this mod still complements ToxicFrog's high-resolution patch well.
« Last Edit: 06. August 2020, 07:43:16 by Moderator »
665be6f242586
Would this program work the other way as well, if I replaced the contents of the folder "newBMPs" with the old files?
Also it would be cool if it took some parameters, like a source folder from which to take files and a target file to which to pack the new files.

665be6f242675Gigaquad

665be6f2426c2
Yes, original bmps can be imported over the new ones. Here is a version with adjustable parameters, you can use relative folders and rename citmat.res and newbmps, but keep the bmp filenames as they are. I also commented out the debugging strings, now the program only complains about bmps that were not updated (1=Jorge, 31,32,34,35=single colour).
http://terranova.110mb.com/files/hi-res3DSSv2.zip

665be6f242a3eWhyNott

665be6f242a8b
Does anyone have a working link for the hi-res3DSSv2.zip file? I want to import the original textures, and the version in the OP doesn't seem to be able to do that
665be6f242c93
What is this second version supposed to do? There are no new bmp's.

665be6f242db2voodoo47

665be6f242e1a
it's an update to the exe found in the larger archive, if memory serves.
665be6f242f16
See post #2 where Gigaquad first linked the second version.

665be6f243042miracle.flame

665be6f243090
Not sure how v2 does the job better but for me it returns error:
Error: Expected hi-res3Dss.exe resfile bmpfolder
Example: hi-res3DSS.exe backup_1\CITMAT.RES newBMPsPress any key to continue . . .

v1 seems to be okay though...
665be6f24319f
Okay, I finally got it. You will have to input the name of the resfile and the name of the folder with new bmps as parameters to this second version of the exe file. Otherwise it will just give the aforementioned error.

665be6f24322amiracle.flame

665be6f243276
Any particular reason why one should opt for v2?
665be6f243356
Input it where?  Please explain exactly what you did.

665be6f243462Mirrorman95

665be6f2434d2
I hope I'm not necroing this topic by asking, but do you guys think any of the textures would look better if re-upscaled with xBRZ instead?
665be6f24399d
I hope I'm not necroing this topic by asking, but do you guys think any of the textures would look better if re-upscaled with xBRZ instead?
Do it and let's find out.
Acknowledged by: Colonel SFF

665be6f243b4bVegoraptor

665be6f243b9d
Theoretically, most textures should look way better when upscaled with something that is not HQx since it is a rather basic filter. I did some testing with a Fringe pattern and some basic textures (why Minecraft? Simply because did not have the original SS textures at hand). For the sake of it, I also tried waifu2x and Smilla Enlarger, both of which I have personally used before. W2X is meant for mostly flat textures like cartoons, or in fact anime, and uses some sort of Deep Convolutional Neural Networks magic, whereas Smilla was developed for photography. I'd say a mixture of xBRZ and W2X might be best, the latter seems to have a surprising amount of problems with single-pixel, non-45° lines, but the results for voluminous textures are way less artificial than xBRZ. But feel free to interpret the results yourselves.

665be6f243c44szmotsu

665be6f243c99
I think the most problematic wont be rescalling but rather inserting resized textures into game (due to pallete limitations and lack of proper tools for res files)

665be6f243dccDeu sex

665be6f243e19
I've been trying to get the V2 version to work but no matter what I do (I assume I have to copy/replace the files identical to the V1 ?) it says it doesnt find the folder.
V1 .bat file works but when I put the citmat.res file back into the game, textures of 3D objects appears corrupted.
Is it possible that you release a V3 standalone version that works with SSEE ? now that we can play the game in 4K this mod makes much more sense :)

665be6f24425ddertseha

665be6f2442af
I've had a little time to experiment.
Turns out, HackEd was (almost) capable of doing that, all that's missing was an importer for .bmp files.

See attachments to this post:
First, a source port compatible mod (the archive). Contained README.txt describes how to install.
Second, pictures show a selection of 3D Objects, both with and without the mod enabled (seems like the low-res screenshots are ordered first, see filename on mouse-over to be sure).

If you are happy with it, I'd go and publish it then on moddb (hence the timeout of the attachments).
« Last Edit: 06. August 2020, 07:14:29 by dertseha »

665be6f244453voodoo47

665be6f2444a3
yep, seems to be working fine - nice job.

anyway, would recommend adding a modfolder to the archive (ex. hiresobj, lets keep it short and simple just to be sure) as sseesp mods need to reside in their own folders, once that's done (and you'll confirm the beta is ready to go live as 1.0), I'll attach the mod to the first post (suggested archive name HighRes_Objects_SSEESP_1.0.7z, in case you would want to keep the filename identical on the moddb page).
Acknowledged by: dertseha

665be6f244616dertseha

665be6f244673
Re extra folder: The readme does mention the step of creating a folder. If I add the folder to the archive, then the readme isn't immediately available, as it is moved as well. I'm torn about this and opted for the current variant.
Which case is more likely?
* People "know" how mods work, ignore readme, and complain they have to create a folder
* People don't know how mods work, would want a readme front and center
* People don't know how mods work, ignore readme, and... know how to complain? :)
* ...
I guess a combined variant is the compromise: put readme and the mod-folder into root of archive.

The readme also specifies the package being version 3.0, as it's a new packaging, and specific for the source port. Also to separate it from the previous two versions.

(Plus: Did you choose .7z to keep up the mixture of compression formats like in the first post? ;) 7zip is not universally installed, .zip is supported natively in MS Windows)

I'm also considering to name it "HighRes_Object_Textures_..." as (possibly) someone wants to make a mod for actual high-poly-count objects - which is also why it's registering itself that way in the game.

Will update all of that later today - tomorrow morning latest.

665be6f24472avoodoo47

665be6f244781
as far as I can tell, all sseesp mods already use that format (yours included), so lets keep it consistent. will wait for the final archive.
[ss1mod.jpg expired]

665be6f244828dertseha

665be6f244876
ah, those are the ones from 3rdPlayer.
So, I'm the heretic then (female hacker also had everything in the root dir). All good.

Your name:
This box must be left blank:

How can you challenge a ____, immortal machine? (Fill in the missing word):
2 Guests are here.
Daisy, Daisy, give me your answer do. I am half crazy all for the love of you.
Page: [1] 2 »
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
665be6f24807f