[MOD] Pure Vanilla Extract

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MasonFace
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[MOD] Pure Vanilla Extract

Post by MasonFace »

13_1593866011.jpg
13_1593866011.jpg (120.23 KiB) Viewed 6345 times
Pure Vanilla Extract (PVE) - Texture Upscale Mod

Update: V0.03 has been released. All textures have been upscaled to 8x vanilla resolution and PBR materials have been generated for about 1/3 of all the textures. About 800 sprites frames have also been upscaled to 4x vanills resolution and included in this texture pack. I will leave the upscaled MOBs pack for now, but I would recommend that you use the MOBs that were given to KoW for DREAM since he's refined them quite a bit.

Credits:
MasonFace - Project lead
MrFlibble - AI upscaling specialist
Phredreeke - AI upscaling specialist and alpha mask generator for sprites
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).

Edit: I've recently changed the scope of this mod to only include textures (1,200 of them) and prop sprites (over 800 frames). I'm aiming to have 8x vanilla resolution and full PBR maps generated on all textures once it's all complete and at least 4x vanilla resolution on the sprites. I have all these graphical assets upscaled, but only about 1/3 of the PBR materials generated. Very few textures have emission maps yet, but many of them have normal and height maps.

This includes:
  • Walls
  • Interior Floors
  • Doors
  • Signs
This does not include:
  • NPC sprites
  • Tree/Foliage Sprites
  • MOBs (The DREAM versions are much more refined so use those)
Comparison Screenshots

Screen01
Screen02
Screen03


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.

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 Aug 07, 2020 3:26 pm, edited 20 times in total.

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MasonFace
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Re: Pure Vanilla Extract

Post by MasonFace »

Source Files

Master Archives:

Latest Backup:
Material, Textures, Sprites (1.73 GB)
This file is a Unity Project file, not raw images. You can import this into a DFU project in Unity and all the materials will be set up and all the texture import settings should be correct. This file is quite large because the textures are 8x vanilla resolution and are uncompressed. Also I didn't take the time to remove some unused normal and heightmap textures.

Portraits:
NPC Portraits (PNG) (43 MB)

----------------------------------------------------------------------------------


Older and Incomplete Archives:

NPCs:
NPC Character Flats (PNG) (72 MB)

Textures:
Most Textures + some PBR material maps for examples (280 MB)
These textures are only 4x vanilla resolution.

----------------------------------------------------------------------------------


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)

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 Sat Aug 29, 2020 1:46 pm, edited 9 times in total.

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MasonFace
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Re: Pure Vanilla Extract

Post by MasonFace »

*Reserved*

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King of Worms
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Re: Pure Vanilla Extract

Post by King of Worms »

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 »

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 »

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 »

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 »

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 »

I think default is LZ4 and you need to change for LZMA or Uncompresed.
Its here:
01.jpg
01.jpg (299.21 KiB) Viewed 18227 times
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 »

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.
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