[MOD] Pure Vanilla Extract - Help Wanted!

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MasonFace
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[MOD] Pure Vanilla Extract - Help Wanted!

Post by MasonFace » Thu Apr 04, 2019 7:10 pm

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HELP WANTED!
Currently looking for help in touching up NPC faces and generating PBR material maps for textures.
If you are interested in helping, please either PM me or respond to this thread.
PVE.jpg
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Pure Vanilla Extract (PVE) - Graphics Upscale Mod

Credits:
MasonFace - Project lead
MrFlibble - AI upscaling specialist
Phredreeke - AI upscaling specialist and alpha mask generator
King of Worms- Has been instrumental in refining the upscaled MOBs

Goal:
To increase the fidelity of the vanilla Daggerfall graphics while retaining the original aesthetic as closely as possible. The source files of the upscaled results will be released to the DFU community so anyone can contribute to PVE or create unique variations for their own mods (see attribution section below).

The aim is to provide a graphical enhancement that is roughly 4x the resolution of vanilla Daggerfall.. This will serve as a middle ground between vanilla and DREAM, balancing performance considerations and enhanced graphics.
261_0-0_Compare.png
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Methodology:
To accomplish the goal, the artwork undergoes two distinct phases:

Phase 1: The graphic is first upscaled to 4 times its original resolution using various artificial intelligence algorithms. Settings are tweaked until the best results are achieved for each algorithm. The top results for each algorithm are then merged into one image in proportions that maximize detail and minimize noise.

Phase 2: The upscaled graphic is then processed by artists when appropriate, such as manually touching up NPC faces, cleaning up masking layers, sharpening details, or generating advanced materials for textures.


Download:

Windows: Pure Vanilla Extract

Sorry, Windows only at this time. I will export a Linux version if there is interest.
Update: I've been informed that graphics mods made for Windows will also likely work on Linux, so give it a try if you're a Linux user and let me know if it works. I probably will only build an iOS mod package once the project is near completion.

Installation:

Extract the downloaded .dfmod files into your "...\Daggerfall\DaggerfallUnity_Data\StreamingAssets\Mods" folder.


How to contribute:

I really need help with restoring the faces on AI upscaled NPCs and also generating PBR materials for the textures.
You can download the source images below and try your hand if you would like to contribute to this project. You will be credited if your works gets included in the final distribution.

I'm working on a shared document that will be used to coordinate assignments and log progress so we won't have multiple people exert effort on the same assets. You can view the log here.


Attribution:
The upscaled results of this project are open source and available to anyone in the DFU community to use for their own mods if credit for prior art is attributed to the PVE Team.
Last edited by MasonFace on Fri Sep 06, 2019 4:15 am, edited 17 times in total.

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MasonFace
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Re: Pure Vanilla Extract

Post by MasonFace » Thu Apr 04, 2019 7:11 pm

Source Files

Portraits:
NPC Portraits (PNG)

NPCs:
NPC Character Flats (PNG)

Textures:
Most Textures + some PBR material maps for examples



Tutorials

Main Page

AI Upscaling:

Setting up Satsuki's ESRGAN utility (coming soon)
Setting up ESRGAN
Setting up SFTGAN (coming soon, but you can pretty much just follow ESRGAN installation mostly)

Artistic Details:

For upscaling the NPC faces, it seems the best approach to maintain the vanilla Daggerfall art style is to use the upscaled portraits to touch up the faces. You can use your favorite image processing program (I use GIMP) to superimpose a portrait over the ugly mug of an upscaled character flat as shown in the image below.
Image

Similarly, you can use many different programs to generate PBR textures from source images. As a minimum, the provided textures look noticeably better with a normal map. A word or caution though: please try to keep the PBR materials relatively subtle! It's very easy to get carried away and make the textures look too rough, shiny, deep, etc.. A little bit goes a long way!

I will post a more thorough guide as to how I do it as I get time.
Last edited by MasonFace on Fri Sep 06, 2019 3:56 am, edited 6 times in total.

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MasonFace
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Re: Pure Vanilla Extract

Post by MasonFace » Thu Apr 04, 2019 7:11 pm

*Reserved*

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King of Worms
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Re: Pure Vanilla Extract

Post by King of Worms » Thu Apr 04, 2019 10:58 pm

Oooooo sh!t its comming ;)
Deffo excited about this one, will believe it when I see the links tho!! ,)

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MasonFace
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Re: Pure Vanilla Extract

Post by MasonFace » Fri Apr 05, 2019 3:03 am

It's released now! Download now and post some screenshots!

I thought I had the iOS build module installed, but apparently I don't so it may be a while before I can publish the iOS version of the mod.

The upscale results in PNG format and GIMP format are being uploaded now. I'll post links for them tomorrow.

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Interkarma
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Re: Pure Vanilla Extract

Post by Interkarma » Fri Apr 05, 2019 4:50 am

Love the name. :)

Moved to released mods.

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King of Worms
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Re: Pure Vanilla Extract

Post by King of Worms » Sat Apr 06, 2019 12:22 pm

Thanks for adding the source files, Ill deffo have a peak.
And congrats to the whole team for pushing this version out!
Btw, what DFMOD compression was used to create a package?

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MasonFace
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Re: Pure Vanilla Extract

Post by MasonFace » Sat Apr 06, 2019 5:20 pm

I just used default compression settings. How do you change that for the .dfmod file? Do you just change it in the Unity build settings and the mod inherits that setting when it builds? I think I will try LZ4 next time.

Which compression method did you conclude worked best for you?

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King of Worms
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Re: Pure Vanilla Extract

Post by King of Worms » Sat Apr 06, 2019 7:08 pm

I think default is LZ4 and you need to change for LZMA or Uncompresed.
Its here:
01.jpg
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I did some tests in between various methods, but its was just a basic size tests and I did not test the performance yet (its very boring to me, takes time, needs restarts of pc and other reasons..)
viewtopic.php?f=27&t=1168&start=420

I just cant see anything performing better than uncompressed. And Im 99% percent certain thats the settings I will use.

LZMA is heavy compression, and it takes over 1 minute to even get in game, thats simply not acceptable in a long term.

LZ4 is not as heavy compressed, and it can decompress at blocks. To me it means, the initialization time will be reduced, but I think as the blocks need to be decompressed for ex when you enter the dungeon etc, the loading times will still be bigger than with uncompressed.

Uncompressed it 100% performance oriented IMO. Only downsize is HDD space used. In the days where games are easily 50gb standard, 20gb is considered small, 80gb is big and uncompressed dream is bellow 5gb, it just doesnt make sense to me to use anything other than uncompressed...

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pango
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Re: Pure Vanilla Extract

Post by pango » Sat Apr 06, 2019 7:49 pm

King of Worms wrote:
Sat Apr 06, 2019 7:08 pm
Uncompressed it 100% performance oriented IMO. Only downsize is HDD space used. In the days where games are easily 50gb standard, 20gb is considered small, 80gb is big and uncompressed dream is bellow 5gb, it just doesnt make sense to me to use anything other than uncompressed...
LZ4 can decompress at a rate of almost 4GB/s on a single fast core (source), that can actually be faster than reading more from the disk (or even SSD).
So I will only be convinced than uncompressed is actually faster when I see benchmark results.
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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