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Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: Re-texturing All of VtMB  (Read 8714 times)

Offline Icicle

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Re: Re-texturing All of VtMB
« Reply #15 on: January 18, 2017, 06:53:11 am »
oookay the hard part is done, took longer than I expected...

the textures are all resized/sharpened etc.

Only I missed some VMTs so some things look fucked up right now, but tracking that down is relatively easy (if I didn't hit a VMT, its date modified is still old).

hmm hmm hmm...

yeah some things shouldn't have bigger textures I guess, like the sky stuff for instance... I look into the sky and there's a seam running across the sky, and a big blue circle for some reason, above downtown.. lol.. I'll be taking that out now, yep

(what the...there always was a blue circle in LA downtown sky... what the heck is that lol.. a blue spotlight on the sky?)

so far it's just Venture Tower's entrance door texture is offset weird so it looks wrong, and many stone buildings' textures have gone black... everything else looks fine, looks great actually, I think before the characters/NPCs in the game stood out a little weirdly from the environment, now that there's a little more sharpness and contrast to everything the world seems to blend in with the characters better, in my opinion...

overall there's a little more visual stimulation than before, that's what I was aiming for ... Vesuvius looks great for instance, the lights seem to interact with the enhanced look more
« Last Edit: January 18, 2017, 07:24:18 am by Icicle »

Offline Icicle

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Re: Re-texturing All of VtMB
« Reply #16 on: January 18, 2017, 07:29:51 am »
aha...

a small portion of the textures that were transparent got changed to black for some reason...

must be from scripting the alterations or something, dunno. I'll have to keep an eye out for any other transparency issues

fixing the black buildings is easy though

edit: ohh, I remember... sometimes using .tga for transparency screws things up. I have to do these ones in .dds format, that works

Offline Icicle

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Re: Re-texturing All of VtMB
« Reply #17 on: January 18, 2017, 07:42:07 am »
uh, no... tga, dds, png, anything with transparency... it just turns black.

So I won't be resizing these textures, I'll just delete mine and let it fall back on the defaults, which don't have this weird problem

uhh.. ok, when I convert from the original, it's missing part of the image... the converter isn't converting it properly.

This texture (/stone/vtwrwndwalit) has a stone wall in the viewer, after convert or export in VTF view to any other format, it loses the stone wall part and just becomes black... I can't work with that at all, I'd have to draw new stone in lmao.

I don't know what's wrong with the converter but since it won't handle these they will not be resized, no big deal
« Last Edit: January 18, 2017, 07:45:51 am by Icicle »

Offline Icicle

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Re: Re-texturing All of VtMB
« Reply #18 on: January 18, 2017, 08:03:02 am »
hmm... crap.

My powershell script I assumed would only encounter one ending curly brace (}),

I just didn't think of the situations where there are sub definitions inside the VMTs, so every single } brace got a basetexturetransform added to it

For the most part this does nothing but I'm gonna fix it, a few things complain in the console about it during load...

Not hard, search all .vmt files in materials for "Proxies" and just eliminate the issue
« Last Edit: January 18, 2017, 08:05:01 am by Icicle »

Offline Icicle

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Re: Re-texturing All of VtMB
« Reply #19 on: January 18, 2017, 08:28:34 am »
eww more black textures showing up in the tutorial...

whatever it is about a lot of brick/stone building textures around windows, Troika's method of making the texture totally messes up the conversion process so it all turns black, blahhhh taking these ones out too... maybe it has layers or a weird alpha channel, I have no idea since I can't see the original outside of the ttz

The viewer shows the original texture correctly, it just can't export properly for some reason
« Last Edit: January 18, 2017, 04:12:49 pm by Icicle »

Offline Icicle

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Re: Re-texturing All of VtMB
« Reply #20 on: January 22, 2017, 02:58:51 pm »
Yeah so Photoshop did a much better job on the enhancement of the textures...

I'm actually glad Gimp was such a screw-up (what a gimp), or else I wouldn't have realized this...

But now it's displaying some textures wrong in the game, even though they are fine in Hammer...hmm..

Anyway I can fix this, just more sleuthing to do

Oddly it's in the same place with the same textures as before, LaCroix's building's door and some of the window textures on building... hmm... *peers into vmts*

Edit: Well, it's not the textures themselves, it looks like some solid faces are uhh, misconfigured or bugged. So I'll have to try redoing some of them. Example, LaCroix's door looks fine around the top parts above the door, same texture etc., but the rest the door looks all giant and offset really far. I'm gonna try a few things ...
« Last Edit: January 22, 2017, 03:05:39 pm by Icicle »

Offline Icicle

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Re: Re-texturing All of VtMB
« Reply #21 on: January 22, 2017, 03:59:44 pm »
I gotta say, getting LA Downtown hub to recompile after decompiling it is probably the most challenging map.

The decompiler flings many objects out of the map, and that's not unusual, but this time it sends them outside the limits of the views of Hammer (it won't scroll / zoom past a certain point).

Had to learn some new tricks to get this one to work... I don't want to just delete things either, so I'm not.

Fortunately it only seems to fling them in one direction (X/Y/Z) so if you bring them back into the map carefully, you can usually line them up with where they were before it got all messed up.

The trickiest ones are the ones that aren't from objects outside the level. They are leaks which misreport the entity responsible (the coordinates of the entity it says leaked are nowhere near the actual leak, you can verify this by clicking on the entity with the pointfile loaded, the red line doesn't link up with the entity). However the red line you get from the pointfile when nothing is selected is helpful here. It gives you the clue. Then you just need a method for isolating the leak...not too bad, just a little tedious finding it.
« Last Edit: January 22, 2017, 04:21:03 pm by Icicle »

Offline Icicle

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Re: Re-texturing All of VtMB
« Reply #22 on: January 22, 2017, 04:45:12 pm »
Neat... a recompile of the LA Downtown Hub fixed all the texture problems automatically.

I love when problems fix themselves...

Offline Icicle

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Re: Re-texturing All of VtMB
« Reply #23 on: January 23, 2017, 12:34:33 am »
Yup, same thing with Santa Monica hub.

I hadn't actually compiled this map yet (? I thought I had), so it was the original map.

The textures were OK for the most part except in some spots where they looked messed up as usual.

But a recompile of the map fixed everything.

I guess the compiler looks directly at the properties of the textures as it compiles for some reason.

So resizing the textures to double size like I have done requires that you recompile every map they are used on. Don't have to fix anything in Hammer, just recompile.

Offline Icicle

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Re: Re-texturing All of VtMB
« Reply #24 on: January 23, 2017, 07:04:11 pm »
Correction, 99.9% are fixed with just recompiling...

Just noticed some windows were weird in LA Downtown hub...

But it shows up in Hammer too.

It's not the texture's VMT, I checked.

There's just a rare texture/surface prop that messes up, not sure why. Oh well.

Code: [Select]
"lightmappedGeneric"
{
"$basetexture" "building/labldgbs03lit"
"$surfaceprop" "concrete"
"$selfillum" "1"
"$envmap" "env_cubemap"
"$envmapmask" "building/labldgbs03_ref""
"$basetexturetransform" "center .5 .5 scale 2 2 rotate 0 translate .5 .5"
}

Even though it's got the basetexturetransform line,

the surface needs its X/Y scale divided by 2, and its X/Y offset multiplied by 2.

That's strange...

Edit: Weird, the order of the lines in the .VMT matters.

After changing the VMT to this:

Code: [Select]
"lightmappedGeneric"
{
"$basetexture" "building/labldgbs03lit"
"$basetexturetransform" "center .5 .5 scale 2 2 rotate 0 translate .5 .5"
"$surfaceprop" "concrete"
"$selfillum" "1"
"$envmap" "env_cubemap"
"$envmapmask" "building/labldgbs03_ref""
}

(I moved the basetexturetransform line up below the basetexture line.)

If I reload the map in Hammer, the surface is fine with no changes necessary.

I see....... I wonder why this hasn't affected the other textures? They all have the basetexturetransform line inserted at the end...

I can make a script to rewrite them all. Jeez :P
« Last Edit: January 23, 2017, 07:15:00 pm by Icicle »

Offline Icicle

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Re: Re-texturing All of VtMB
« Reply #25 on: January 23, 2017, 11:28:36 pm »
Quote from: VMT Fix Powershell Script
----Now fixing: C:\Games\VtMB\Madness_Network\materials\decals\details\actposter_lacunacoil.vmt
    Created temp file: C:\Games\VtMB\Madness_Network\materials\decals\details\actposter_lacunacoil.vmt.new
    Examining: C:\Games\VtMB\Madness_Network\materials\decals\details\actposter_lacunacoil.vmt
    LINE: LightmappedGeneric
    LINE: {
    LINE:       "$basetexture"  "decals\details\actposter_lacunacoil"
>>INSERT:       "$basetexturetransform" "center .5 .5 scale 2 2 rotate 0 translate .5 .5"
    LINE:       "$translucent" "1"
    LINE:       "$decal" "1"
    LINE:       "$decalscale" "0.200"
    LINE:
    LINE: }
    Inserted basetexturetransform line successfully.***************************
    (No pre-existing basetexturetransform lines found.) **************************
    Overwrite of original VMT file successful!  ***************************
    Cleaned up C:\Games\VtMB\Madness_Network\materials\decals\details\actposter_lacunacoil.vmt.new

So my script whizzed through the thousands of world texture VMTs, fixed my basetexturetransform line issue automatically while I sat there staring blankly. Ahhhhh.....

Well, that wraps it up for world textures.

Everything that is a wall texture, a decal (like blood spatters and bullet holes, those look pretty good now), and poster etc... has been resized and functions perfectly in the game with its new resolution.

Things look sharper, and moving close to things doesn't make them explode into an ugly mess of distorted pixels anymore. It still gets blurry yeah, but what do you want from a game pushing 14 years of age? This is the limit the original textures/graphics can be enhanced, other than that cool LOD fix in Wesp's latest beta 2 patch.

Does this mean you're gonna just have an enhanced latest UP 'vanilla' experience in my mod? No. I'm redoing many of the brands and decals for this mod, just to freshen things up. I'll probably leave the originals around somewhere, just for variety, so in some cases they won't be changed...but there are a lot of repeats in this game, I guess since Troika didn't have time to finish.

Now I'm gonna turn my attention to the models in the game.

I gotta decide whether they need a texture resize or not.

Some do...Taxi cab for instance. Walk up and look at the side of it. The taxi cab logo is terribly pixelated. Blech.

So I know at least some need this...but I'll wager to guess they all do. Whatever!

Question is...does this same resizing technique work on models? Hmm. Time to experiment
« Last Edit: January 23, 2017, 11:47:23 pm by Icicle »

Offline Icicle

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Re: Re-texturing All of VtMB
« Reply #26 on: January 24, 2017, 03:31:02 am »


As you can see here, the taxi logo is pixelated.



Simply resizing the texture and putting in the basetexturetransform line does this.

Either I'm missing a step, or this doesn't work.

The way it maps the texture onto the taxi cab looks like its still pulling it as though the picture were its original resolution.

So it looks totally screwed up... hmmmm.... I wonder if there's a way to get around this...

There are definitely HD texture packs for Half Life 2. So I'm gonna download some and peek into their files.

Edit: Since models are compiled independently of the game, it's possible this can't be done. I've looked into some Half Life 2 model HD retexture packs, and I'm not finding anything in the VMTs that would suggest they are remapped onto existing models.. I'll keep looking.

It might be possible to scale the UV map itself onto the larger texture, not sure. I'd have to play around in Blender and see, and since only the old Blender can do model exports, the prospects look grim at best. I've looked into those import/export scripts, as I was rewriting them at one point for the new blender (not finished that yet, not sure I will finish unless it becomes a need). I don't know if they actually write anything other than changes to the vertices in the mesh... If that's all it does then it won't be possible to remap the UV.
« Last Edit: January 24, 2017, 03:48:22 am by Icicle »

Offline Icicle

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Re: Re-texturing All of VtMB
« Reply #27 on: January 24, 2017, 03:57:18 am »
Ok, looks like I was trying too hard.

I took the basetexturetransform line out. Taxi looks fine, even with double texture size.

But:



There's no visible difference with doubled model texture sizes!

So I won't bother with model textures. They'll stay the same.

Initial phase, enhancing of the original VtMB textures: Complete.

Phase two: Bumpmapping, specmapping and possibly reskinning some things! This will be in a work in progress in-between the others things I am doing for this project. There are definitely many world textures which would benefit from a little quick bumpmapping. Dents in the sidewalk, bumps in the asphalt, etc....
« Last Edit: January 24, 2017, 04:38:02 am by Icicle »

Offline Icicle

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Re: Re-texturing All of VtMB
« Reply #28 on: January 24, 2017, 11:51:56 pm »
Ahh, whoops.

Decals don't like the basetexturetransform line.

Double sizing decals requires halving their decalscale line.

So I updated my script to detect decals and make the appropriate changes, since they have varying "decalscale" values:

Quote
----Now fixing: C:\Games\VtMB\Madness_Network\materials\decals\signs\administration.vmt
    Created temp file: C:\Games\VtMB\Madness_Network\materials\decals\signs\administration.vmt.new
    Examining: C:\Games\VtMB\Madness_Network\materials\decals\signs\administration.vmt
    DECAL DETECTED
    LINE: LightmappedGeneric
    LINE: {
    LINE:       "$basetexture"  "decals\signs\administration"
>>REMOVE:       "$basetexturetransform" "center .5 .5 scale 2 2 rotate 0 translate .5 .5"
    LINE:       "$translucent" "1"
    LINE:       "$decal" "1"
>>   OLD:       "$decalscale" "0.150"
>>   NEW:       "$decalscale" "0.075"
    LINE:
    LINE: }
    Modified decalscale line succesfully.***************************
    Removed erroneous basetexturetransform line succesfully.********
    Overwrite of original VMT file successful!  ***************************
    Cleaned up C:\Games\VtMB\Madness_Network\materials\decals\signs\administration.vmt.new

Grabs the original decalscale value as a 'double' variable, halves it, inserts new line... ahh. Much work saved
« Last Edit: January 25, 2017, 01:19:26 am by Icicle »

Offline Icicle

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Re: Re-texturing All of VtMB
« Reply #29 on: January 24, 2017, 11:59:43 pm »
Here's an example of how things look when close up now:


(A little close)


(Very close)

It isn't perfect, but it's still a great improvement over how the original game looked.

Some of these decals etc. were made with the expectation they'd be their original size. So text on the decal is smudged and blurry still, not because of pixelation, but because the original image was like that.

Which means, either leaving it this way, fixing these up with some retouching (like new text in the unreadable parts, since the old text is just a blurry undecipherable mess), or better yet, replacing them completely with something fresh that everybody isn't already used to seeing.
« Last Edit: January 25, 2017, 12:15:02 am by Icicle »

 

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