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  #51  
Old 2016-10-26, 02:29
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Using the photo setting for the pictures generally produces a more blocky result, while the art option is cleaner it seems. I will report more tomorrow on other things.

To be clear about this blurry business, are you guys talking about the over exposure on certain areas? I could totally fix that, and tweak the tone mapping as well.
Otherwise i have no clue.
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  #52  
Old 2016-10-26, 19:30
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disabled the fxaa antialiasing. is this what you wanted Freeman?

http://i.imgur.com/CxQr6is.png
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  #53  
Old 2016-10-26, 19:33
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Looks so great man
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  #54  
Old 2016-10-26, 20:59
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Looks so great man
Thanks!

I think you would be able to produce something far greater though!
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  #55  
Old 2016-10-26, 21:09
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Hi!

Do you have a unity project file for linux up there in the repo? I'd like to build it myself for linux, but can't find one.

This is an awesome project btw.

I have a few suggestions. For using waifu to upscale the texture atlases, I think you'd need to first break them up, otherwise not only do they not tile correctly, but there's bleeding from neighbouring tiles.
If you need any help with that you can contact me and I can try and work on them if I have the time.

For the colour scheme, I think some of the guys who say a more bluish colour looks better are right, and not just only that it fits more with the LBA 2 look, but also the yellowish tone makes me feel like the sky and clouds have no influence over the scene, and only the light does.
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  #56  
Old 2016-10-26, 22:30
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Thank you!

I will fix the repo shortly, i just need to organize everything so it all looks more pleasant to the eye. I have no experience with Unity in Linux operating systems, but i will see to it that it works there as well.

Good call on the textures. It's something i've meant to do before but forgotten a long time ago. Also the color change makes sense, so i will be changing that too!
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  #57  
Old 2016-10-26, 23:16
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Whoops, I meant just a unity project file instead of "Do you have a unity project file for linux up there in the repo?".
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  #58  
Old 2016-10-26, 23:17
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I have my project up on github, if that is what you mean. But it's a bit outdated im afraid, i will update it if you wish!
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  #59  
Old 2016-10-27, 03:09
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Jasiek, I should also mention, since I just browsed on the LBA facebook group, that yes I've tried crazybump. Never really got it working the way I wanted it to, and I don't know if it's because of the actual textures themselves, or because of my own lack of knowledge.

You talked about AwesomeBump, i'll be willing to try it out. On the other hand you seem more experienced with such stuff, maybe it's a better idea to let you do it better?
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  #60  
Old 2016-10-27, 10:11
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I guess If you can send me all the unmodified textures (before waifu2x) that you're using I'll see what I can do.
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  #61  
Old 2016-10-27, 10:23
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I'll try this asap, holy shit those screenshots in the first posts....we need lba 3
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  #62  
Old 2016-10-27, 20:01
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Quote:
Originally Posted by MevX View Post
disabled the fxaa antialiasing. is this what you wanted Freeman?

http://i.imgur.com/CxQr6is.png
It's better but I still prefer the first version

I think yellow lightning should belong to actual lights.
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  #63  
Old 2016-10-27, 20:09
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Quote:
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It's better but I still prefer the first version

I think yellow lightning should belong to actual lights.
I struggle to find anything yellow in the lightning, but it seems like several people have mentioned it, so maybe im wrong. Right now i've added a little tint of blue to the lightning, so maybe that will work better.

Hit me up on discord and maybe i can send you a build, so you can elaborate more on the problems you have
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  #64  
Old 2016-10-28, 11:28
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I think the idea is to have it more like this http://i.imgur.com/zwTdeiz.jpg

But if the yellowish/orange light on the walls is from a light probe, bouncing off of the brown ground I'm not sure how much you can do about it. With regards to proper light, around high noon the sun should be a little bit blue, in the morning and evening it goes orange, then there's a golden hour, and then you change it to a dark blueish colour for the moon and stars.
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  #65  
Old 2016-10-28, 17:38
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The repo is now updated and slightly more organized than before.

https://github.com/realmevx/LBA2HD

You will need the latest Unity Beta (As of writing 5.5.0B9) to edit the project.
Should work on windows, not sure about other operating systems.
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  #66  
Old 2016-10-28, 17:42
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Quote:
Originally Posted by Jasiek View Post
I think the idea is to have it more like this http://i.imgur.com/zwTdeiz.jpg

But if the yellowish/orange light on the walls is from a light probe, bouncing off of the brown ground I'm not sure how much you can do about it. With regards to proper light, around high noon the sun should be a little bit blue, in the morning and evening it goes orange, then there's a golden hour, and then you change it to a dark blueish colour for the moon and stars.
Thank you for the screenshot. It's nice to have something to compare to. Is it just me though, or does it look a tad too blue? It's very much possible that my monitor has some weird settings
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  #67  
Old 2016-10-28, 18:15
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Well mine may be a bit too blue,yeah... Anyway, monitors tend to either be warm or cold, frankly without a professionally calibrated monitor there's no way to tell...
I'd trust the system in unity, set the colour of the light appropriate to the time of day, and trust the light probes and light bounces in there.
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  #68  
Old 2016-10-28, 20:07
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Quote:
Originally Posted by MevX View Post
Thank you for the screenshot. It's nice to have something to compare to. Is it just me though, or does it look a tad too blue? It's very much possible that my monitor has some weird settings
It's definitely too blue. I'm looking on my calibrated monitor for cinematography.
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  #69  
Old 2016-10-28, 20:10
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Quote:
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I'm looking on my calibrated monitor for cinematography.
i'll hire you as my professional quality tester
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  #70  
Old 2016-10-29, 03:10
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Changed the lightning accordingly. If you guys want anything more changed, i'll do it.

http://i.imgur.com/pPEMrBW.png
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  #71  
Old 2016-10-29, 12:04
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Ok, thanks for the images, so I cut up the citadel island tileset into individual images, and the first thing I notice is that waifu doesn't respect tileable images. So, what I'll have to do is to put the texture on a 3x3 grid, paste the texture nine times, upscale it
with waifu2x, and then cut out the middle one... I think.

I'm thinking about building waifu for linux and doing it offline, but that'd be such a pain...



EDIT:

OK! It works!

Procedure is, use this site http://waifu2x.me/, choose photo and for a 64x64 image choose 8 as the scaling factor.
Once it's done, load the file into gimp, run selective gaussian blur with a radius of 16 and maximum delta of 29.
Then put on a grid, cut out the middle square and voila, you got a smooth, tileable texture! (attached)

EDIT2:
will probably need some noise added.

EDIT3:
Wavelet denoise seems better then a selective gaussian blur, preserves more detail.
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  #72  
Old 2016-10-29, 18:31
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The one problem I'm seeing with these textures in the atlas is that I can sort of figure out which some of them should tile with, but not with all, so some are bound to still be not perfectly seamless . Still, almost done upscaling the Citadel atlas.

EDIT:

AAAnd you're right, the toon setting looks way better in most of these.
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  #73  
Old 2016-10-29, 18:59
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Quote:
Originally Posted by Jasiek View Post
The one problem I'm seeing with these textures in the atlas is that I can sort of figure out which some of them should tile with, but not with all, so some are bound to still be not perfectly seamless . Still, almost done upscaling the Citadel atlas.
The whole thing about the textures being all together kinda bothers me. It feels clunky and dare i say it, outdated. A way around this would be to do some uv mapping, some crazy shit like that.

Anyway looking forward to the atlas being done
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  #74  
Old 2016-10-29, 21:09
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Well, with the UV mapping...

one way, would be to replace the textures with different colours, bake that out as colour maps for colour splatting, bake the terrain to a properly aligned heightmap, and use the colour maps, the heightmaps, the textures with the Unity terrain system to tile textures.
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  #75  
Old 2016-10-29, 23:12
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Here it is, a gimp file with layers and a png file:

https://drive.google.com/drive/folde...G8?usp=sharing
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