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PostPosted: Tue Aug 20, 2019 6:15 pm 
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machf wrote:
Thank you. The way Mega handles downloads by storing them in the browser's cache conflicts with my cache settings...


Yeah. All because every download is encrypted (which is of course good). My main dislike is their download caps, 3GB/day or so unless you pay.

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PostPosted: Tue Aug 27, 2019 8:28 pm 
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That door looks great! It's mind-boggling. Tatu, I don't have the mystery-models ATM but maybe post some of those textures for us to compare with upscaled ones?

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PostPosted: Wed Aug 28, 2019 3:39 am 
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The Mystery Models textures are not less blurry, they just have less "colour issues" as they are still in 24-bit and not 256 colours.

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"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


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PostPosted: Sat Sep 07, 2019 8:46 pm 
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Yeah. Well, I'm thinking using those as a starting place would be superior when going to up-scale.

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PostPosted: Tue Sep 24, 2019 6:31 am 
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Draconisaurus wrote:
That door looks great! It's mind-boggling. Tatu, I don't have the mystery-models ATM but maybe post some of those textures for us to compare with upscaled ones?

I actually used all the mystery model textures I could match up. They're much better in terms of colour banding with gentle transitions, not really as noticeable on most textures though.
I haven't shown any comparisons of these before because they're not an honest representation of the upscaler as they use different source material.
Beware El Nino

8bit texture/upscaled/24bit texture


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PostPosted: Tue Oct 08, 2019 10:51 pm 
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I feel seriously that you must have opened a dimensional portal to somewhere with higher res versions of the original textures made by the devs themselves...

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PostPosted: Wed Oct 09, 2019 6:30 am 
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Location: Canada, eh?
Yeah, I agree with Draco, these textures are beautiful. Much better than my re-done textures for the most part...I might have to use some of these for my own levels!

The only thing that seems to need manual fixing is text - the lettering on the Colt M1911 in particular is kind of off.

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PostPosted: Thu Oct 10, 2019 5:27 am 
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TheIdiot wrote:
Yeah, I agree with Draco, these textures are beautiful. Much better than my re-done textures for the most part...I might have to use some of these for my own levels!

The only thing that seems to need manual fixing is text - the lettering on the Colt M1911 in particular is kind of off.

Yeah networks suck at text and faces, oh god the faces... We'll more accurately people excel at text and faces.

Draco for a good time with the temporal portal just call 970-7124273
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Last edited by Isolt on Fri Nov 01, 2019 10:04 am, edited 1 time in total.

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PostPosted: Tue Oct 29, 2019 11:37 pm 
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Theeee temporal portal... Uh sure xP

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PostPosted: Wed Nov 06, 2019 11:12 pm 
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I wonder where that phone number goes? It would be unreadable in the original game, but someone put it in there...

TheIdiot wrote:
The only thing that seems to need manual fixing is text - the lettering on the Colt M1911 in particular is kind of off.

I did manually fix the text in some of the more prominent textures. There's a lot more text to fix though, and with things like handwritten text it would be a lot more work.


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PostPosted: Sat Dec 21, 2019 12:28 am 
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V2.1 is up
Fixed the foliage to be more like the original by extracting the retail alphas and up-scaleing them.
Added a "light" version at a lower resolution for more demanding levels or less capable hardware.
Added a Pine Valley pack.

V2.1 https://mega.nz/#!MLYh1KgK!wIlJsvzijF2faXqDkfBuDFf-AubbdMhKYkyCZ3LNasM
V2.1 light https://mega.nz/#!BLJnTSrR!yVdAwnkjAaxcsSFMA0KANvpWscW1wLcMQokD3pMVcoU
Pine Valley V1.0 https://mega.nz/#!sPpUTSJY!6sdUMZ9VMgznNHFPLh2mPd8wPoFYmBUtrt6KyE0g_kA

I've noticed an unintended consequence of the texture overrides. The textures will override any modified textures in custom levels that use the same texture name. For instance the clipboard texture "PSecurityNote02t2" is often modified but not renamed in user levels, this results in the up-scaled stock texture overriding the custom one and obscuring the intended information. I've fixed this by putting the clipboard textures in level specific folders.
Can anyone think of any other examples that would need similar treatment?


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PostPosted: Sun Dec 29, 2019 12:04 am 
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Well shit, that's a problem I hadn't found yet. Lots of custom levels use modified versions of original textures without being renamed. So, this is a problem for potentially anything.. If I were you I'd bring it up in Lee's CE thread, since you're the one working on this. 8)

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PostPosted: Sun Dec 29, 2019 7:58 am 
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CE already have a workaround for that by having them in their own folders. Fan levels also have the habit of modifying retail objects and not change the name. Heck, even Trespasser sometimes uses the same texture name with different texture (mainly terrain textures). I'd say it is on the level author (even if a lot was made in the past) rather than the CE mod. It would be too much to make the engine check for this. Just warn users about it in the Readme. :)

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"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


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PostPosted: Mon Dec 30, 2019 8:07 pm 
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Hmmm so wait, what is the recommended location for retail-texture replacement images, then? Are we saying the main, non-level-specific one should be avoided for all purposes?

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PostPosted: Tue Dec 31, 2019 9:18 am 
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Draconisaurus wrote:
Hmmm so wait, what is the recommended location for retail-texture replacement images, then? Are we saying the main, non-level-specific one should be avoided for all purposes?


You can have textures only used for specific levels. If you put them in a folder called "BE", only Beach will use those. Then the global textures can be in the main folder, replacing every level.

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"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


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