This mod replaces all default Half-life Source textures with the ones upsclaed through Topaz Labs AI Gigapixel neural network software making the classic game look sharp and modern, while keeping true to the original aesthetic.
The main purpose of which this mod was created is to turn the blurry environment into a sharper and more detailed one, so that all the enhanced effects and built-in HD models in Half-Life Source do not look out of place.
This mod requires Half-Life: Source which is a digitally remastered version of the critically acclaimed and best selling PC game, enhanced via Source technology to include physics simulation, enhanced effects, and more.
This mod replaces all default Half-life Source textures with the ones upsclaed through Topaz Labs AI Gigapixel software making the classic game look sharp and modern, while keeping true to the original aesthetic.
The mod requires Half-Life: Source which is a digitally remastered version of the critically acclaimed and best selling PC game, enhanced via Source technology to include physics simulation, enhanced effects, and more.
Этот мод заменяет все стандартные текстуры Half-life Source на те, которые были растянуты с п��мощью программы нейросети Topaz Labs AI Gigapixel, благодаря чему классическая игра выглядит более детально и современно, сохраняя при этом оригинальный дизайн и эстетику.
Основная цель этого мода состоит чтобы все улучшенные эффекты и встроенные HD модели в Half-Life Source смотрелись гармонично с остальным окружением, не контрастируя с старыми размытыми текстурами.
Для этого мода требуется игра Half-Life: Source, которая технически представляет собой просто усовершенствованную версию игры Half-Life с помощью движка Source (на котором так же сделан Half-Life 2), который поддерживает физику, рэгдоллы, улучшенные эффекты и больше.
I recorded a full walkthrough of Half-Life Source using ray tracing Marty McFly RTGI ReShade shader and AI Upscale mod.
In the new 0.81 version I added bumpmap to all textures.
This mod replaces all default Half-life Source textures with the ones upsclaed through Topaz Labs AI Gigapixel software making the classic game look sharp...
This is my preset for Reshade which adds postprocessing effects (Tint, FilmicPass, AmbientLight, GaussianBlur,Technicolor, Tonemap, PPFXBloom,Vignette...
This mod replaces all default Half-life Source textures with the ones upsclaed through Topaz Labs AI Gigapixel software making the classic game look sharp...
This mod replaces all default Half-life Source textures with the ones upsclaed through Topaz Labs AI Gigapixel software making the classic game look sharp...
you could make a version for half life 2, the process would be similar, right?
I think it can be done but you would need to convert vtf to tga and then tga to tiff in photoshop, and only then upscale in gigapixel, because many Half-Life 2 textures also have alpha channel.
Coomer you are doing it wrong
You could convert vtfs to pngs immediately and import them into gigapixel
It appered that after converting vtf to png, then upscaling and then converting png to vtf the alpha channel is still present.
But it looks like it still caused some issues.
Media.moddb.com
Left is - vtf to png -> upscale in Gigapixel -> png to vtf
Right is vtf to tga -> tga to tiff -> upscale in Gigapixel -> tiff to tga -> tga to vtf
I used DX5 for both
yeah it's strange that a loseless format is doing such garbage
This process would be the same for all source games?, such as portal 2 and the half life 2 episodes?
I haven't tried yet in other Source games. But I may try make it for Half-Life 2 Update.
Update: It already exists: Steamcommunity.com
Update:
0.83: Fixed many surfaceprops (not all) to make textures react correctly to footsteps and bullet hits. Reduced specularity to non-metal textures.
Update:
0.82: Added improved textures for Xen with added baked normalmaps and bumpmap/environment map. Removed upscale for computers/displays as it looked too ugly and out of place. Reduced specularity so the textures look less oily.
Still need to fix surfaceprops for the most textures so they would react correctly to the bullet hits and footsteps, but this can on only be done manually by editing each vmt file for every texture.
this is fxxking amazing!!!!!I love your work!
Updade:
ver 0.81: Added bumpmap to all textures, except Xen (uses autogenerated normalmaps with alpha channel). So the size is now 4.38 GB . It's not the best quality normalmaps becuase I had to reduce size to 512x512 of each one due to the big file size. I plan to generate better bigger size normalmaps when I will find a good algorithm.
Unfortunately Half-Life Source has a bug with cubemaps (env_cubemap doesn't work), so the bump will be reflecting just a simple shiny environment map.
Аватарка зачётная!)))
А Sharpen AI не пробовал дополнительно обработа��ь?
Нет. Не знал такая прога есть. Скачаю, посмотрю.
Georgeduan.com
try this normal map generation tool. It uses ai
It has only preview. I need offline tool like Photoshop or CrazyBump which has batch generation of multiple normals and can create alpha channel.
I'll build a tool for that. I'll contact you when it's done
can you add bump mapping to x4 textures ?
When fully fixed 16x 1.0 version will be released I'll update others as well.