666797d4cb7b8

Page: [1] 2 »
666797d4cbd50
3 Guests are here.
 

Topic: SS1 High-res objects Read 25039 times  

666797d4cc5c2Gigaquad

666797d4cc67b
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 »
666797d4cc962
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.

666797d4cca5fGigaquad

666797d4ccaad
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

666797d4ccc88WhyNott

666797d4cccda
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
666797d4cce84
What is this second version supposed to do? There are no new bmp's.

666797d4ccf91voodoo47

666797d4ccfe7
it's an update to the exe found in the larger archive, if memory serves.
666797d4cd0d2
See post #2 where Gigaquad first linked the second version.

666797d4cd1e0miracle.flame

666797d4cd22d
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...
666797d4cd328
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.

666797d4cd3c5miracle.flame

666797d4cd419
Any particular reason why one should opt for v2?
666797d4cd51c
Input it where?  Please explain exactly what you did.

666797d4cd702Mirrorman95

666797d4cd781
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?
666797d4cdcd6
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

666797d4cde8dVegoraptor

666797d4cdf0f
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.

666797d4ce03bszmotsu

666797d4ce0b0
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)

666797d4ce253Deu sex

666797d4ce2a4
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 :)

666797d4ce662dertseha

666797d4ce6b2
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 »

666797d4ce85cvoodoo47

666797d4ce8b0
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

666797d4cea2cdertseha

666797d4cea79
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.

666797d4ceb65voodoo47

666797d4cebb8
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]

666797d4cec64dertseha

666797d4cecb9
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 perfect, _____ machine? (Fill in the missing word):
3 Guests are here.
elegant and grippy
Page: [1] 2 »
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
666797d4d21fb