XIII Classic AI Upscaled Textures 1.2.2 Full
Texture 4 commentsChangelog 1.2.2: Fixed oversaturation on "pass" panels on SSH, Plain Rock and Hual levels. Handmade "emergency exit" sign on Bank level. The next patch...
AI Upscaled Textures for XIII - Classic v. 1.2
Installation: unpack "textures" and "system" folders to Your XIII Classic main folder. For steam by default it's C:\Program Files (x86)\Steam\steamapps\common\XIII - Classic
Changes in 1.2:
Remade most "signs" textures for exam. evacuation, warning signs etc. manually using similliar free fonts for better quality.
Switched trees textures settings from x4 upscaling with level 3 noise reduction to x4 upscaling and level 2 noise reduction to reduce weird colors.
Upscaled particle effects, bullet impact textures, comic effects above enemies to x2 with level 2 noise reduction. They may still look kinda low res but I preffered to keep them at lower res and reduce weird colors.
Switched some effects textures like avalanche, spider webs to x2 to reduce weird colors.
Fixed width of menu border for "yes" and "no" options on retry level screen.
Switched to original lightning texture for Winslow Bank level and to original sky texture at the end of FBI level
Changes in 1.2.2:
Fixed oversaturation on "pass" panels on SSH, Plain Rock and Hual levels.
Handmade "emergency exit" sign on Bank level.
Added optional files to fix blank alarm textures on Spads levels. They're added as optional because I'm not happy with the result. I had to move alarm from the rocks and so I had to fill in the space. I had to use 3 different elements for that and so it made textures stand out and not allign properly. Texture rotating seems to not work in XIII editor. I tried making one element and leaving the space for the door but the game engine still filled the blank space with invisible wall and applied some broken texture to it. At this point I'm not able to solve that problem so it's an optional thing if You think it still looks better than original version.
The next patch will probably be the last one as the only things I can try to improve are text comic effects. I'll have to try to handmake them as upscaled versions are just bigger so only way would be to make them in original size and hope they'll look better.
Things I can't fix though (at least not if someone with better knowledge contacts me) are some specific comic panels on specific levels like "alert" signs etc. because I couldn't find the cause of the problem. There was only 1 package that is shared by all the levels so they should just replace textures as they did on the levels it worked on. I also can't fix weird lighting like a corner of the room having some red colours on it. I tried filling in spaces where the walls connected as I thought it's causing the light from outside to do some weird stuff and it worked until I rebuilt the lighting. After filling space in one building and rebuilding the lighting whole static mesh of rocks built outside turned red as a result. Again, until someone with better knowledge takes interest in this I can't fix it.
Sorry for the big delay but I didn't have much motivation for the project and had to take a break. .
Thanks to CriminaL277 from steam for massive feedback. All the things He noticed helped a lot.
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Changelog 1.2.2: Fixed oversaturation on "pass" panels on SSH, Plain Rock and Hual levels. Handmade "emergency exit" sign on Bank level. The next patch...
Optional alarm fix on spads level. I wasn't happy with the results so I'm adding it as an optional fix.
Update from 1.2.1 to 1.2.2 Changelog: Fixed oversaturation on "pass" panels on SSH, Plain Rock and Hual levels. Handmade "emergency exit" sign on Bank...
Update from 1.2 to 1.2.1 if You didn't have version 1.2 installed just download 1.2.1 Full
This version includes hotfix 1.2.1 if You had it installed before You don't need to redownload. This is the latest version of the mod.
Changes in 1.2: Remade most "signs" textures for exam. evacuation, warning signs etc. manually using similliar free fonts for better quality. Switched...
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sadly this just smears the textures while not actually sharpening them up.
With low denoising settings in the software I used the textures simply looked too pixelated so I chose higher settings to avoid that as with cell-shading it just looked better imo. I used free software and I'm happy with the results, there's only so much that AI upscaling can do. I might try checking if the software got any major updates that could improve the results as the most time-consuming thing was reimporting the textures back to the game archives.
To anyone with GOG release of XIII:
you gotta replace TexturesPC instead of Textures,
and system/PC files instead of System.