#SCP: Containment Breach
1 messages · Page 3 of 1
ok so they did
again, you'll have to click on a portion of the scene/capture first too
was there another menu that use to exist?
I thought there was but I haven't used toolkit in a very long time
and your right moving stuff sucks now
OK the tip
ok lights added but game not recognizing the mod yet
theres a colored gizmo for each axis with arrows, you click an arrow to drag it in that axis; (You're probably aware of that part) heres the part that took me forever to figure out, there will usually be a bounding box or something that highlights the object, in the case of the lights its the radius sphere, if the gizmo is inside that sphere; you cant drag it, so youll want to zoom out so its outside that sphere
Make sure in the "rtx-remix/mods/" folder that there's only one folder, for one mod. two breaks it for some reason; also you want to make sure there isnt a folder inside a folder, I had my mod folder named as "scpproj" and then inside that there was another "scpproj" that had the mod files, there should only be one
it auto created as a linked folder and it's the only mod folder
also when you save in RTX remix, make sure its saving to the mod.usd present in your game files and not A. another game directory (if you have multiple like me) or B. the project location that doesn't have the game
those are the two things that tripped me up trying to get it working
I'm ingesting all my old assets
I upscaled and PBR'd the whole game with PBRify just to see the difference
might try it again with the latest version since it's supposedly way better and faster
I've been doing the same
sometimes, I'll remake the textures from scratch, its what I did for SCP-035 mainly because I wanted it all to be remastered
not with PBRify but
I've mainly been using Topaz's AI tool for upscaling, it's paid but it helps in a ton of places, I find it does faces really really well, even at incredibly low texture resolution like 256x256, Same with concrete, rock, anything organic looking, it struggles with mechanical parts though, armor, metal vents, that kind of thing. Here's a comparison of some of the textures I've done and the more promising examples of this upscaling
Of course, for most things; I still call it tempuary; I am 100% for and willing to remaster these assets, and the upscaling and PBR-ifiying is a tempuary thing for right now at least for me just to make it look nice and as a proof of concept.
Wow. THIS, THIS feeling is exactly what I'm trying to capture in remastering the game, I was just checking out my progress in game and was debating if it looked "good" because it looked too similar to the base game I felt like, So I turned ray-tracing off and I was blown away, seeing the PBR textures for like 20 minutes with the new lighting, I became use to it, and I had completely forgotten just how dated and old the game actually looks with its baked lighting, It FEELS like I'm playing a new game, yet feels the same as the game I grew up with... THAT Is what I'm trying to do with my remastering, I want to make it feel like "oh well its always been that way" and then you realize it hasn't been, I don't want to change the game or the artstyle in the process of that goal; because again, that would make it feel like a different game, or that the game has been ultered
the metal doors from the cells is a perfect example, it feels like I've always seen them dirty and rough like that with this metalic shine. it feels like that's always been in the base game, and yet.. nope, just a low resolution jpg of a texture.
I'm gonna share more progress soon, I'm almost done the intro area in vanilla v.1.3.11 for lighting, so if you have any recommendations lemme know.
honestly, the only reason I’d personally prefer to work on UER right now is because it’s a smoother experience. Players won’t want to play a game that crashes 70% of the time. If it was a smoother experience, I’d def be working on it exclusively, but sadly that’s not the case
Thats also CB unfortunately, I've had people suggest to me remaking the game from scratch for that reason. I can't speak for everyone's experience obviously, but I've had a smoother experience with vanilla than UE or UER, both of those crash or I can't get the graphical look that I want with them, .. I'll wait until I finish this video though, it'll kinda show what I mean, even I'm the only one who works on vanilla i'm 100% for it because I love this game and every small piece of progress made with it
as I said earlier too, If I had it my way, I'd love for there to be an RTX release for each version, because the other two seem kickass just for the amount of content and interactions they hold
Yeah, that’d be sweet
Weird, I’ve had the complete opposite experience with UER, it looks great for me and has never caused be any grief with crashing
Have you given my files a try? I haven't been able to use separate dxvk and bridge versions like you have, but when I use the latest release I find it works best
I've tried it with four completely different devices and had great results with running it, granted 40 series cards
Here's the files if you wanted to try it, Dxwrapper, RTX runtime, and Misc files
Anyhow, It'll be great either way, I'm going to spend the next week or so capturing rooms, I'm getting use to the tools and getting quicker at adding lights and adjusting them
I didn't have any luck ingesting my files last night
even though they were ingested it kept telling me they weren't
What kind of file(s) are you ingesting?
the 3 pbr dds formats
actually
just realized these aren't even what I want
cause I need to use a python tool so I don't have to manually change all the textures 1 by 1 in toolkit
I'll just regen them from captures as I go as a test
obv we can't have multiple people using different things for textures and clashing
Finding the originals is also key, a lot of the time if you can find the original image online and recreate/remaster it from that, it comes out looking a lot better than a simple upscale, this applies to those really low resolution textures too 128-256 textures
is that cause of compression?
I believe the white wall is also 512x512, and being stretched over a larger area than the floor, I’d say that’s another good one to source if we can
I was messing with 4k wall textures before from texture libraries
It’s a couple of things, bilinear super sampling, compression, there’s more detail and information in the image for AI tools to work with with larger resolutions, it also makes it look like “AI”y
Of course, some photos you won’t be able to source and will have to create from scratch or use AI, when I was recreating the Cheshire smile from the SCP-895 pics I had to do that
do you have any sourced that I can side by side
I wanna see OG file PBRify'd vs source PBRify'd
Surprisingly, I've only sourced other textures besides map ones, I've mainly been doing the stuff that is specific to CB, the most notable ones that one of the other guys found was the misc lighting textures, the albedo was the only one present in the game but they were able to find bump, metallic and emissive maps by sourcing the original creator for it
This is a good example of what AI does when it doesn't have enough data or a low resolution image, this original texture was 216x 216, and it looks.... verry AI generated
for PBR-ifying it shouldn't matter too much as long as the material looks good in the end through trial and error, but getting the base texture looking good is the most important starting point I find; at least for my work flow
This is another good example, I could've very easily just thrown this into AI and called it a day, but I think; and know it'll look 100x better If I recreate it from scratch, so I sourced the original image and that's exactly what I'm going to do.
I'm also going the full effort into this project, including buying real world items such as the Encyclopedia of common diseases and the same key used in the SCP-860 photograph
I already modeled a SCP-035 mask for the game, but I'm also waiting for a porcelain mask of that type to come in as well to see if that yields better results too
re ingesting the texture now but it's being really glitchy guess they never fixed that portion of toolkit
I thought they fixed async process a while ago guess not
thats very strange, how many textures are you doing at once?
oh christ, yeah I have no idea then, I don't think I've done more than a dozen at a time and that would cause it to slow down so I'm not usre
I've done a couple hundred at once on old toolkit
the mod is not correct type replacement, hmm
Yeah thats very odd I never had trouble injesting textures, I do remember i had to copy them over though
I have to look back at how to use the script
The file is working and setting the texture paths of the meshes but for somereason remix isn't pulling the textures from said paths
I have the fun task of making ever so minute changes to the lights intensity, radius, and location to look good ingame, for a lot of them I have no idea where the lamp is or how low it hangs from the ceiling
so naturally I have to open RTX Remix, make an adjustment, save, close RTX Remix, open the game up; check out the change, close the game. rinse and repeat, its why I REALLY REALLY wanted RTX remix on my taskbar of all things, and why I think vanilla actually runs really well, in going between the game and program a couple hundred times consecutively, I don't have any crashes in-between.
that's how it's supposed to work
Yknow what though, ive never actually tried it
Im only going off of what the application says, but ive never tried to
maybe i should
also; this may or may not pose and issue for you guys, but certain objects are culled out when they aren't on camera, Blitz3D has aggressive culling because of the engine's age, so stuff like the ceiling lamps actually disappear if they aren't in the players view, so if you have dynamic shadows using those models those shadows will also go away once that lamp is culled off
not a huge thing, and it doesn't bother me .. yet but it is important to consider
ok got to the hallway no lights got added
yup I see that culling now
that's a huge pain for mesh lights
however they don't appear to be affected by the light limit of the game lights
added lights?
yes the mesh lights in this case
Ah, I just made a video for ya, but also thank you for the advice here
helped and saved a lot of time
and yes, it does update live ingame
I'm basically having to relearn everything which is a pain
its what makes us insane and separates us from others though
its what we do, we relearn programs, relearn tools, use software we've never used before, and its the definition of insanity, but in doing so.. we learn, we become better.
and by the end of it, we create some really cool shiz
Heres the video I cooked up
it shows the culling, the mesh lights i'm working on, and a thank you for your advice, I was able to do basically everything I wanted to do in a couple of minutes easily.
Now the notion of relighting all the rooms doesn't seem so implausible to me; If I put my mind to it I could probably do it in a week or two.
Oh so it doesn't come back?
oh wait you mean like the light goes away while its out of view
I think that depends on what you link them to as well
I pick something that is always in the scene, I forget what i did here in the intro area but they are all in the same stage lights
Rect or disc lights might also help Im not sure, ive only played around with those for a little bit
ah alrighty
its awesome how quickly we're picking up the tools though
I remember first installing it and not understanding a thing about it, even after watching Nvidias videos and reading their documentation
lights by themselves stay put
but some reason they also behave differently property wise
I'm working on all this with Tonsillitis which is a delight
It basically feels like hair in the back of my throat and RedBull is the only remedy 
now toolkit is being werid
I see the added light
then I unpause the game and it vanishes
it appears to be doing a weird old glitch where it teleports the light out into space
so if you add a light to a game light it forces the you attached it to light to persist
but you can just set the intensity to 0
my question is why is there zero bounce light
ok it's NRC breaking the indirect lighting
okay it just fixed itself
yeah, the indirect light breaking is just remix
have to switch to restir and back
looks like if we want any sort of permanent lighting it's all gonna have to be individually done
So kinda like how I’m doing it in Vanilla?
I really wonder if there’s a way to port captures from one to the other, and mod data from one to the other rooms
If there is my work would be useful for all three
if they were straight up manually placed I would think so for lights
but hashes are gonna be different for everything else
also certain things are different in ue and uer
like the door controls are a two piece mesh and not just a texture on a rectangle
Well yeah I’m mainly talking about lights, the other stuff isn’t too too hard, once the textures are injested it should be as easy as copying and applying
I’ll play around with that idea though, (porting light data from a capture between versions)
textures are more annoying to work with now cause for me they all get turned blank when injested
for diffuse
idk why that's a thing now
Huh, that’s weird I haven’t had that happen
I also wanna try playing around with UER in RTX Remix just to see if the same thing happens to me
the indirect light stuff?
I think it might just be a glitch from the mods refreshing when I make changes to lights
Oh maybe
png
Ah ok same
even captrued textures show as blank apparently
sometimes
so as soon as a light leaves frame the NRC indirect lighting breaks
good relight?
What that
Also I do have a good example for what we were talking about earlier with that
It’s yours? Or the one I did?
Still looks weird, it’s very very low resolution to start with; the more I look at it though, I think it’s the base texture too, it just looks… fake?
I’ll have to give that a try though
Lemme see if I can find that example I saw earlier though for Kuro
Tile floor Orginial, And Right is Upscayl (standard 4x scale),
and this one same software with different model ultramix 4x scale.
That one isn’t too bad, very similar to what Topaz produced, is the tool free too?
yes it's on github
Neat
Topaz AI is super interesting to me because it doesn’t traditionally “upscale” images using AI instead it recreates them entirely based off a guess of what it is, it’s why it’s able to do faces really really well
Orginial, Upscayl Standard AI model x16 Scaled to 4k.
and here's 16x Scale (4K) ultramix model.
Yikes; those eyes, yeah that’s what a lot of upscalers end up doing with faces and eyes
still, might be really handy for metal textures I imagine
this reminds me, here's what i believe is the source image for this metal texture if anyone wants it
3456x2304
That is awesome
also two more og textures with their normal and spec maps
If you’re able to find any of the original textures used for the ending screen title I still need to find those
Bloody pain in the arse
Yeah these ones, I want to look into older versions of the game, perhaps there’s a banner or something that has more of either texture
wondering if these textures but flipped.
Nah I don’t think so, I’ve already compared it several times
This is the high red and high saturated parts of the logo extracted via photoshop
not this?
It could be that one, but it would have to be highly edited, blood splotches would have to be moved into different positions, also compared that
I did find the original of this blood splatter though, it was one of the easier ones
Tired download Someone's SCP:CB RTX game (with RTX already setup) but wouldn't load but says crashed
Yeah, This one
What kind of error or crash did it give you?
Ah, yeah that happens sometimes, even for me; try running it a few times and see if it starts, if it doesn’t run after like a dozen attempts then it might be a persistent issue, also; which resolution are you running it at? 1080p and 1440p should be safe
Also! Check task manager whenever that happens to make sure the game isn’t running in the background, sometimes if it closes due to an error or crashes; it’ll still be open as “game.exe” in the background, and if that’s the case and you try running it again; you’ll instantly get this error
helps
Yeeeee
Good to know the mod and its functionality is on the same page with my tests
any update since?
Out of curiosity, what GPU are you running?
What's yours?
Haven’t updated it for a bit, but if you want I can send the current version of the mod, once I finish the intro area completely I’ll update the drive link and start working on capturing all the other rooms in the game
I run a 4070 ti on my main work computer; but I also stress test the game on my 4050 on my laptop, and my 4060 inside my fiancés PC if I want to test it on a computer that is the most similar to a “fresh windows install”
I run a 4080
Neato! That’s a good card
yea
I’m only asking because I’m super curious how the mod works on 20 series cards
Or even 30 series cards
My brother has a 2070 too, I’m gonna ask him later on to try the mod too, hopefully it’s stable enough to work 🤞
lol
there's problem with Remix menu
i can't type anything on to change capture name
That's to be expected
you'll have to change the name of the capture after its been captured
ah
just a common issue we've discovered exclusively with this lovely game with its lovely old engine
think need to change scale for capture
too small?
yeah the scene normally captured really really small, like a 10th of what the scale of the meshes are, you can slow down the speed of which you move with the mouse wheel
that looks wonky lol are those my textures? lol
nah my texture
That's with PBR
Displacement bit wonky (in software) but in Remix it will be smooth
oh ok, I guess both of ours are AI anyhow so they look very simular
This image was used in older versions of CB and is a higher quality version of the white one that exists in the game today
Pause menu background found
that's just menuwhite.jpg right?
Yes, there is a catch though, it's been flipped and altered a bit in certain areas, some of the scratches are added in and removed to be just white, I'm guessing the ending screen is something similar and I'm trying it now, still; completely useable for remastering.
Heres a video that shows the differences well
I also did the thing where I separate the red parts using photoshop with some of the other menu backgrounds to get more blood, If it's the same blood splatter it'll hopefully help with the search of that too.
I'm curious if there was a larger image that was used for the menuwhite.jpg that was ultered to be more seamless as it is today, that's kinda what it looks like
Yeah same thing but more noticeable, I'd say its partially found certain parts especially in the center line up perfectly, but there's several scratches that aren't present with just that flipped menuwhite.jpg, I'm curious if he overlayed it with a different orientation, I'm going to play around with that now.
hmmm,
I made this to end the night, The red scratches are from the partially lined up texture on the ending screen, the black scratches you see that aren't red aren't found on that texture alignment, so more likely theres another texture or the same texture but rotated differently overlayed ontop.... little hard to see but hopefully that helps show it a bit better.
i'm going to hit the hay though for tonight
Also it loses a lot of detail and texture the original had, it kind of looks like an oil painting after the upscale; Just be careful with overusing AI upscaling, some textures are better if they're remade rather than AI generated or AI upscaled, they end up coming out too blurry or overtly smooth like that one there, the photo also has more detail that can go into it because we have the original Untitled 2004 that can be used to recreate it
thats the way I see it anyhow
Untitled 2004
Ultramix model usual keep details
that is a little bit better; but still, the original will always have more detail than any AI model could generate; just something to keep in mind. ~AI in general is a very helpful tool, but its just that, a tool, it does a lot but its not magical, there's still room for improvement and a place where artists can step in and make just that little bit better. It works well right now because it can be used a temporary way to get PBR and 2K resolution textures into the game, but a lot of the textures should still be properly remade later on
With that, I'll talk more in the mornin'
*FPS Drop to 30 because i changed DLSS mode to Balanced/Quality
Yeah it depends too, sometimes I’m able to run on quality and other times it just tanks in performance
When's the other rooms going have lights work.
or it's need manually add lights
Yeah the lights will manually have to be added for Vanilla, I plan to do all ~97 rooms in the coming week
I’m just finishing up the intro area and getting a standard set up for intensity, radius, and hex color of what type of light it is for consistency, and then I’m just going to relight the rooms systematically one by one
don't forget the decals textures set as decal. (blood etc,)
Yeah I wonder if I can make them have effects too, like the blood shiny or something like it’s wet
You like my testing chamber 2b relight? I think that might be good for atmosphere there
do you have a pic i cant remember what it looked like
using these lights for in there
I wonder if the spritesheets work for emission
that would be nice for some rooms
Haha looks a lot like the unity, yeah I like the dramatic effect with it, the only thing I'd add for criticism; (this is something I noticed myself while working on the intro area) is having consistency and function to which lights looking like what, like those square dot ceiling lights, they are considered the secondary lighting in the facility, so they're supposed to be dim and the lamps are supposedly primary lighting, they're supposed to be like floresant light bulbs, white; bright. the flood lights would also be bright but probably not the thing that emits the red lighting, I'd probably put that to the square ceiling light thingy to make it look more sensable, I did the exact thing in the intro area after the breach where I put the red lighting on the flood lights in SCP-173's room but then realized "hey wait a minute, these floodlights were white a second ago before the breach, why would they randomly turn red?" and it doesn't make sense for flood lights to be red anyhow, the foundation probably wouldn't have a use for that, the square ceiling lights though represent emergency backup lighting... just make sure to keep in mind what the functionality of lighting builds for the setting and narrative for the game.
and I don't believe so, I tried it early on to see if it could be a cheap way to light stuff
if you're talking about those sprites that appear on lights for lens flare
Ceiling light, and square ceiling light
I don't really have an official name for the latter
sometimes you can play around with it too, for lock rooms or other areas you could probably deviate from normal white light for these guys to make it more red or what have you to make the area look a certain way
for these ones
I believe they're present in lockrooms and that testing room too
no the remix animation spritesheets
I've seen it in NFS underground 2 but idk if those were spritesheets since the base game did it
There's also an arguement to be made for artstyle too, but I'll get into that once I make the onboarding video I've been working on, the basis of it is when making design choices just be aware of the game you're making it for, it can be very easy to take inspiration from other titles such as unity or secret lab, but at the same time, CB isn't the unity or secret lab, and some people like the game how it is, and altering it can alienate those groups of fans, its what the portal RTX did taking too much inspiration from Portal 2, again; ill talk more about it in said video
oh I have no idea then, I'm not sure if I've used them persnoally
I was thinking maybe we go for like warmer run down emergency lighting like it hasn't had to be used and all the lights are faded
lean more into the og facility grunge
Once I finish the intro area too, I'll have broken down captures and project files to a science, and I'll share how to share progress of certain rooms; that way multiple people can edit and change it as we go, and make ulterations if they have an idea that differs from something someone else did, and then from there we'll just pick whatever looks the beset
also I tried another capture last night and this time almost all of the textures were black
I'm kinda stuck there
thats also why I'm systematically naming the captures by their room ID
thats strange, v1.3.11? or UER?
check in the remix runtime too, because sometimes windows just doesn't have a preview for the file format
it did that for me too when I injested them, but ingame and in the software it looked fine
.dds and .pt never have a preview for me for whatever reason
the textures work for enhancements and upscaling
but are blank when I open in any programs
which programs?
Huh, maybe something is weird here
because mine do show, and open up; so maybe I was mistaken or thinking of something else
windows defaults, paint.net, wcg, any online viewer
I never had this issue before
noooooooooooooooooooo base game is back to taking 50 attempts to launch + lag + duplicate tasks
I only launched it once 😭
ah good it was just the settings not applying
also wow basegame is so much darker than uer
basegame all textures are blank too
let's pray it's a version bug I'll pull the latest commits again
no luck
1.0.0 just crashes right after loading in so no luck there
I can't try it out now, but I think I found the key to finding the second overlay for this screen, the "C" and "P" are the texture I matched up earlier, but the "S" does not, which leads me to believe it probably lines up with that second overlay.
This kinda shows what I'm refering to, Black means that the image perfectly lines up, you'll notice the blue splotches which is the blood which obviously doesn't line up with menuwhite.jpg, but also the white scratches on the "S" of the "SCP"
which implies its another image there, again; likely overlayed
once we find out the orientation of that too, using that same method I should be able to figure out exactly where he blended them if he did in a complex way.
in which section?
using the mod I created, intro area is the only room lit. everything else should be pitch black at the moment
there were some random lights still around for some reason
which rooms, is it 1123?
yep that sounds right
pizza room is likely emissive textures lighting up, and the Tjuction I tried lighting as well as SCP-1123's hallway when i first started
but the placement and stuff is very random
there were super bright lights in the corner outside the map on pizza area
oh thats weird
I think you're onto something
oh yea, that's what I said, it just doesn't match on S
which implies either another texture or the same texture overlayed at a different roation
ye
This photo also shows it pretty well, I used the same font in the same location and section of where that "S" would be on menuwhite.jpg that matches up with the rest of the logo, and then contrasted that right beside the "S" we have on the Logo, it's different.
https://follywalls.com/en/unique-vertical-strip/zen/fond-texture-grunge-noir-texture-grunge-abstraite-sur-dist-144918557
https://follywalls.com/en/unique-vertical-strip/zen/fond-texture-grunge-noir-texture-grunge-abstraite-sur-dist-144918159

you reckon if older verison has different white textures?
It's possible, also that textures does appear to be 10 years old, so it's possible it lines up, I'd just have to check when I can
Would be cool to add a scratch/dirt texture down in 939 basement or maybe other areas for more gruesomeness in spots. CB could use more random spots of death and such to sell the whole "a bunch of fucked up shit is roaming around and people are dying" story.
Yeah especially around the hand
One thing I will say, I think the SFX is 🤌
SFX is perfect, and I don’t think it should be changed personally for the RTX remix
Especially because it’s a visual enhancement
and we def have the tools over the other mods to add objects and dead people
can someone let me know if this texture is also blank for them?
weirdly when I clicked and dragged to send this I could see the texture while it was in drag and drop mode
I cannot right now because I’m at work, but I have my laptop so when I get on break I could if no one else comes
Does*
so weird
it's only certain ones that suddenly gain a thumbnail when I drag
also even the ones with thumbnails working are blank
at least I can see them after upscaling when they get converted to pngs
they go back to blank after ingest though
weired
does something simular, but also shows a preview on the right
I think I found something out though'
the alpha channel is set to 0 it looks like
so the color data is still there, its just completely transparent in opacity, which would explain why windows shows it as black like that
Couldn’t open it in photoshop though
Just paint.net opened it
Very strange
Which RTX remix version are you working in too?
ImBatch - Free batch image processing software for Windows. Download the program to batch process a lot of photos in one go.
just convert textures to .TARGA then convert again to .PNG
it's loads.
yeah
it's werid.
Latest, a few builds behind, and normal 1.0.0
Ah alright
I put in a bug help thread earlier to see
I’m gonna try ingesting the same texture too just to see when I can
issue with upscalling texture, texture might be shifted a little bit
also emissive on the ceiling lights.
yeah i'm also in the process of remaking that model by the way
It'll probably have remade textures entirely once I'm done that
you probably already know this but just incase: if you wanna extend the fog wall so you can see more of the map just change these values in the options.ini file
So, I'm probably not going to contact any on these people unless the oppertunity presents itself, I've already contacted Battleforge and TheVolgun regarding SCP:CB's developement, in which both said they haven't talked to Regalis for many years, but after doing some research many of the textures were actually not done by regalis himself but instead other artists, I've made a short list here from the wiki and credits
Aeldred28 - Textures.
Balzac - Sprites.
Brandon Smith - Various 3D props.
Brokami - Graphics.
Caleb Yu ("Omniary") - Textures, graphics, sound effects, music, writing.
Irontaco - Graphics.
KyoteeWilliams - Graphics.
Orgil Pount ("Destructoid") - Guard/MTF textures. other textures possibly.
Munted - Graphics.
Cridone - Textures, dared question Regalis' font choices.
Turtle Sandwich/Catnipbuddy - Textures and sound effects.
Vladislav Borisevich ("Vane Brain") - Room modeling, graphics.
William Salembien ("InTheNight") - New textures for Class-D and Scientists.
KyoteeWilliams - Several sprites for the HUD.
Haversine - Created the SCP-087 game
I don't recommend trying to contact any of these people.. However, if there comes a time where we need to soruce a texture or image and no matter what we tried we cannot find it, we can narrow the date of the texture down and match that up with what date they started working on the game -This could be a last resort if theres a texture we cannot find
This weekend was incredibly busy and I haven't gotten a chance to make any progress, but I'm starting to get more time on my hands now which is good, I'll continue progress on the Intro area for Vanilla v.1.3.11
another day another original texture found, this one dates Jan 3, 2008, which is probably the original creator from what i can find
whitewall.jpg
Found possibly the source for metal3.jpg as well, although the devianart page here also says its based off another stock image, I imagine whitewall.jpg will be a simular story.
that one dates Mar 13, 2008
Nice
So this may not be the "origin" because it doesn't predate the DeviantArt post I linked which would've linked to the original stock image but has been taken down, but this is a wallpaper I found from the year after Containment breach, and it's so far the largest image to match up with the texture being 2560x1600, and I think its good enough to use for remaking metal3.jpg for the remaster.
hell, it's possible this wallpaper is just the stock image reposted
correction year after containment breach, 2013.
I'm going out for dinner shortly with my father-in-law, but once I get back I will remaster metal3.jpg
using said found texture
Hard to see, but it does match up when you rotate it.
white.jpg is still a mystery to me, I know there was a clearer texture in older versions of CB, and that texture was used at the top of the stairwell in SCP-087-B, that's about all I know for that one so far.
It's actually really awesome that you found this by the way @stark lotus, because it is also the texture used in loadingback.jpg texture for loading screens
So those textures can also be remastered at this point
There's actually a crap ton of other metal textures that share the same texture.
so that texture find was really helpful
Used for dirtymetal and gears.jpg
Oh Battleforge guy who makes SCP mods videos?
Yeah
yeah
seen my videos in here?
which ones?
this
and this
oh yeah i checked those out
I thought you meant in regards to battleforge or something lmao
Which is this one
it's disappear when i remove the displacement height texture
That is very strange, I haven't implemented displacement maps yet into my mod, but I might have the same bug once I do
no idea what causes it
@blissful pilot
Couple Upscalled Decals Textures with PBR, (Inculde's Shiny Blood.)
decal4.png oldest source was found, September 27, 2006; and last night I used that image to remaster the texture
The remastered texture I made from it
it's only 1024x1024, but it'll be better to upscale from than the 256x256 texture, -Unless we find a larger source image
Roblox blood decal
Yeah this texture has been reused everywhere
@vague spindle This video isn't just for you, it's for anyone using AI for textures, but it is my official response to the ones you sent as well. -Once again, I'm not trying to be mean in my words, just trying to get the point across
I'd appreciate if you have the time to watch it, and if you take the message into consideration.
Alright I found something pretty BIG, Omniary on Undertow forums use to post pretty frequently regarding things they were adding to SCP:CB as they were developing them, thers 2006 posts in which Omniary attaches something and I'm going to slowly go through them, but as tedious as it is, it yields the clearest most uncompressed versions of these textures (because it comes from the people who made them)
here's some of what I found in a few posts of looking https://undertowgames.com/forum/viewtopic.php?f=3&t=4030&p=86896&hilit=original+image#p86896
Incase you can't see it, the original 079 loading screen had text that wasn't readable, and had motion blur and the 860 loading screen had a texture overlayed on it
https://undertowgames.com/forum/viewtopic.php?t=3534 the image used for 372's object class sign found as well as a clearer version of that loading screen as well
I found the original of SCP-860-1's eyes as well in the previous forum mentioned
Alright, wasn't expecting to find this image this soon, but I found the original image/photograph for the larry photo in entrance, it's taken by a Lewis H. Hine in 1924, I havent been able to find the full resolution image but there was a cutout of him for the document the photograph was taken for, it's still good to have for remastering.
https://carlwhetham.photo.blog/2016/12/10/lewis-hine/, https://archive.org/details/popularsciencemo88newyuoft/page/83/mode/1up SRCS
As part of his activist series on child labour, Hine photographed children who had fallen victim to the machinery they had been operating. This work obviously fits in with his broader campaign at t…
its for larry.jpg by the way
goddamn i just got back from the orthodontist that's awesome as hell
ive never seen the original larry picture before
Me neither
I knew the story behind the name radical Larry; but never saw the photo
I’ve only went through the undertow forums for Omniary, but there’s many other developers that were active on the forums that I want to go through to find more stuff potentially, I’m gonna take a look tomorrow on that
did you go through all of Omniary's posts?
Checked every single one
If there were photos that weren’t posted or documented on this discord chat; it’s only because they were missing from the archived posts
im cooked
That’s also partly why I post it here too, documentation. It’s neat; and I don’t think anyone has thoroughly went through SCP:CB’s history like this
Yeah you can’t create an account anymore for whatever reason
yeah i was gonna go through and try to archive whatever is left
I use to have one, but I forget the credentials
gonna have to really put my brain to 100% power trying to remember an account that i might've created 10 years ago lmao
If I could find someone who does have one, searching would be much easier
Yeah sameee lol
Also found the blood texture as well, remastered that as well.
I think that’s about all you missed, oh yeah! That metal image you found is also used for many textures including gears.jpg both dirtymetal.jpg textures and the loading screen back
So those should also be able to be remastered
hell yeah
As well as metal3.jpg because I found the largest image of that too
Lot of good progress this week so far
we should make a google sheets or something for source/uncompressed textures that have been found
I’m putting it on this discord chat, and sending it to a friend who I’ve been documenting my findings (over the many years to) so they’re both there
But yeah that would also be a good idea
how did you search Omniary's posts without an account?
..I’m not too sure, it was allowing me to look through the posts where Omniary replied to, but not Regalis or anyone else I tried
It’s weird
hmm, alright ill see if i find any way to seach their posts still, right now im using google and just typing site:undertowgames.com/forum "Omniary" but it isn't very reliable
I think That was another thing I did, it sometimes helps I would look for “undertow forums omniary” and it would occasionally come up with stuff
You can also search through the forums with keywords in the search bar, but that yielded me less results than Google
Either way, I’m glad I thought of the undertow forums, because it’s a goldmine. There’s a chance there’s all kinds of developer content and textures and such on there; I’m sure of it
I originally went there looking for the filter they put in object class signs, Omniary referred to it as the “grunge filter” but that’s all I could find on that specifically
Fair
huh, wonder if everyone was kicked out of their accounts or something? this is at the bottom of the undertow website forums page
Strange…
I’d definitely love to figure out, Volgun did say it use to be a lot easier to contact the developers but not anymore, maybe that’s why? I’m not sure
Any idea what tool if we wanted to upscale or something?
For PBR i often use Substance 3D Sampler
Uh
They're closing the forums
So i guess that's why there's no registered user are on
@blissful pilot Not Upscalled but YOUR resmastered Blood Texture, just PBR created with Substance
that makes more sense, thanks. I just wish they made it so that you could still browse profiles and stuff without an account
Neat, I’ll take a look once I’m on my computer
And oh yeah
This settles it
They closed the forums in 2024
Still, if there’s a will, there’s a way.
im not sure if it should be so metallic, but it looks great otherwise
I concur, I really want to throw it into remix to try it out
But yea, significantly better looking with a higher quality base texture to start with
may end up different result
and here's the alternative one
Alternate looks a lot better.
Took a look at Undertow forums's discord chat, unfortunately it doesn't look like any developers were active on it, but there was one person who found something that is clearer than the chaos.jpg loading screen
I couldn't find anything else on that discord unfortunately 😦
Ah ha!
I found out how I searched for Omniary's posts
When looking at a post, under the person who replied to it there's a section for Posts: #### and if you click that number, it automatically does an advanced search for only posts where that person replied to.
now that I do that, I'm going to do the other developers and texture artists of the game, hopefully I find stuff.
OOH I found a goodie!
lol sorry. caught our spam filter
is .psd allowed?
that wasn't the problem. try to avoid masking such large portions of text. there are certain characters that'll get stuck in the filter that catches the fake link scams
just one or two words at most
ahhhh alright
last thing I was going to say is with that .psd file I was able to extract the paper texture, I'm going to do a reverse image search later on, it was posted by Regalis himself; its basically a project file for SCP-173's document, which is HUGE
Guys, I found it.
@stark lotus have to mention you dude, this is HUGE
PSD files for all these, they have layers and are named
we can now deconstruct all these textures using these .PSDs and remaster them.
This also means I found the grunge texture I was looking for for label173.jpg and all of the others, but it also means I found much much much more.
Yeah the alternative one looked aight, I still want to light that room in my RTX remix mod and see the PBR materials you made there, the hallway looks very dark, I'm assuming its lit using emissives thats why
but from the video you sent, yea it looks good
less metallic than the other one which is nice
Alright, I've compiled a video that doesn't show all the PSD files, but the highlights of what I saw, we have the project file for 513 914panel pocket dimension textures, including floor, wall, and sky, object class labels banners, old and new including the scan lines, blood we were looking for, and the scratch texture, 106victim 035victim snav, menu, the signs, early SCP-173 textures, officewall, the skybox for the mountains; and so so so much more.
Here is the .rar file of the PSDs, now it goes without saying, this isn't All textures we need, it's a good 80% of them, and even then the resolution is still 512x512 on average and 1024x1024 at most, so we'll still need to extract a texture from the .psd, reverse image search and look for that original image online and find a higher resolution image, then using the .PSD, reconstruct the texture at a higher resolution; the process should be much easier and streamlined with the .psd files, less guess work. but there's still a lot of work to be done finding textures.
PDScreen appears to be corrupt, and won't extract out of the .rar, keep that in mind as well.
this is actually crazy finding the psd's
Yeah no kidding, biggest find so far
I found the original image of pic5.jpg pjface.jpg and old 513-1 its a wallpaper that dates 2010 SRC
Got it 7600x4320, looks like it's legit resolution, and the date of the posting is 2010, should be good enough to use for those textures.
I'm going to create a new GFX folder that'll be empty and it'll be filled with remastered textures and their .psd file as I work on them, and then systematically go through and remaster all the textures; that's kinda my plan
I think we're aiming to remaster them to 2k right?
I don't think there's much purpose going to 4K
8k
can RTX Remix handle 8K?
yes but rip vram
huh
I'd say 2k for the majority but maybe 4k for the big textures like walls and floor?
well regardless, when remastering I'll keep three things in mind 1. how big the texture was originally, like larry.jpg is a tiny photograph smaller than SCP-1123, If it cannot be made into 8k because of it being photographed in 1924, it's not the end of the world, it'll look good. which goes into 2. how big the texture is rendered in game, the vent texture is a great example here, a texture TOO small for a larger object, and 3. how big the source images are, if its smaller, it means AI is the only way to get larger, and that can be good; or bad depending on the results
and yeah I concur to that
This is generally my rule of thumb in game design period
Yeah I really want to get back to lighting rooms when I can
this has been the biggest distraction from that, albeit a fruitful one
I hate overriding the lights in uer cause even stuff like the random light flickering works
first time seeing 205 that's wack
why does it do that
what does it do
just covers the whole screen with a texture
and yeah I already know 205 is probably broke without knowing what it does
like the players screen? or the wall?
the whole screen
OOOOOOH
i know exactly why
it must be the same issue as the CCTV monitors, I'm pretty sure they use render target to render orthographic shadows of the demons
is it flickering?
no
strangee I'm gonna have to check it out in v1.3.11 when I get the chance
yea
holy holy holy moly
i remember there being a PSD for the document texture, but i didn't know there were so many
Might've found the source for one of the layers used in mossrock.jpeg
this "window" specifically seems about right
the original work is Untitled - The Conservatory by Zdzislaw Beksinski
Already on the roll! that is awesome
I'll check to make sure, I have a good way of doing that
this is another layer used in the texture, but idk where it comes from. seems like it could come from another one of Zdzislaw Beksinski's paintings with a filter over it
And yeah is a match, but unfortunately it's one of the two layers that I don't think were used
still interesting trivial facts about the work, and thus is going into the documentation of sources
it's in Layer 2 Copy 2
OH it is
my bad, then thats awesome
i thought it was only in the layer below it
i also couldn't find the mossy brick texture that is on the background layer
Yeah this is going to make the pocket dimension textures look 100% better than just a regular AI upscale (sourcing these textures that is)
finding a high enough res scan of the art could be difficult
Biggest I found so far, looks off though SRC
giclee print on paper plate: 50.5 x 51 cm (19 7/8 x 20 in.) signed lower right, numbered 51/150 lower left PROVENANCE Acquired by the present owner from Morpheus Fine Art, Las Vegas EXPERTISE Accompanied by a Certificate of Authenticity from James R. Cowan of Morpheus Fine Art, February 2017 (copy available upon request). According to James R. ...
This is the largest I could find pre 2016 - 2739x1712
of course the texture is only a small part of it, but AI could probably do a better job with this than the texture in PSD, maybe
i feel like this is the one they used for the game texture
Most likely
the noise patterns seem to match
keeping in mind that they originially used a completely different texture than this moss in early versions of the game; so this makes sense
ill keep looking for sources in a few hours
there is one i found, the base texture for this concrete texture. Deviantart, yet again
Neato
Ugh
that was the biggest pain in the arse
but its done
made the metal texture we found seamless to match the texture in game
The texture in game down below
had to make a change to make it seamless, forgot to check; but this is good, here it is.
so now the other textures should be pretty easy to make 2K from that, still need to find that gears image though
Here's another, I have finished remastering larry.jpg to the best of my abilities, I think 2048x2048 is the highest we can go with this one using the source material, even with the clipping from the article, and AI, this is the best I could make it without losing quality or looking weird
This is the clipart by comparision too
And a comparison of the original texture of larry.jpg with my remastered 2K texture
literally the difference between 128 pixels, and 2048; amazing.
Comparision video if you'd like too
btw this is mixed into this texture somewhere along the way
the pocket dimension floor is just a mix of that texture, the facility tile floors, mossrock.jpeg and some handpainted runes and red stuff
also good work on the metal lol i was lazy when I did it a few months ago and just used some random texture seamless tool
btw here's the blood texture layer used on the title screen if anyone wants to try finding that
Yeah still trying to find that, like we have those assets, but even with the snippits and reverse image searches I havent found the original
it seems to be used on every single one of the menu screens as far as I can tell, maybe u could stitch them all together
here's all the variations i found in the .psd s if you wanna try that
I'll probably give that a try
I couldn't resist, I had to try and see the remastered larry.jpg ingame, here's some footage of that; also, lemme know how well I did with relighting the head office in RTX remix, very basic, but it does the job for now
actually I think this blood was used on Gonzales Jim too
version with transparency removed
Hmm
Just what i excepted
The Skull Texture and model is actually coming from Half-Life 2.
Also it does lacks the Endscreen
Unfortunately, but it has enough that I should be able to recreate the endscreen given enough time
Also that is good for us for because we might be able to take Half Life 2’s RTX skull texture and use it, although I’ve already started the process of modelling the skull for the game
Also, I haven’t actually looked, but I did read a forum on Undertow Games that said they got the MTF textures from Counterstrike and then edited the colors
So we should be able to source that material as well if we want to
Haha neat
Huh.
I'm not sure how I missed this prior, but the Chaos Insurgency loading screen image, is a mashup of Resident Evil 4 Action figures
Resident Evil has been one of my favorite series since it began. This is a HUNK custom as he appears in Resident Evil 4 in the bonus game "Mercenaries". The figure is made up mostly of Hot Toys Parts.
I decided to do this custom after I saw pictures of the Hot Toys RPD Leon. This is my first...
Alright, now this is cool
found out where the class D model and texture comes from
probably also the base animations
and looks like the hazmat suit too
The Game Creators Newsletter - Issue 44
It comes from a FPS Creator Model Pack #4 dating 2006
I was actually tempted to put updates on my youtube channel regarding it,
actually, fun fact; I suggested the idea of documenting the image and sound sources from CB on my channel before, I abandoned that idea in the past, but in one of my updates I show a song/remix of a foggy day called Nobody Plays by The Othermen, that remix is the one used in the second trailer for the game, and after making that video, the song is nearly impossible to find online.
it's one of the reasons I'm very happy to learn of these image sources and really want to document it all, with my editing; it might not be a bad idea
There may be a point in time where these files are impossible to find online, the 173label.psd was originally posted on Undertow forums by Vain Brain, and the download link for that is gone now, the only reason we were able to get the PSDs were because of a single person who posted them that they got from Vain Brain on the Discord of Undertow
So documentation is a really good idea.
Correction! its impossible to find on Youtube, but it can still be played on a few places
Listen to Nobody Plays feat. Blindcard by Ammieee #np on #SoundCloud
still, I was surprised when I went looking for it this year and had trouble finding it; even though I knew what song it was.
Alright, this took longer than I wanted it to, but incase we never find the chaos insurgency logo, I've recreated the Chaos Insurgency logo to the best I could, it was using the same logo Destructoid said Regalis used; I just shifted parts around and did lots of editing to make it look somewhat the same, hard to tell with the blur, but it's there if we need it
These are the some of the Really important textures I want to source, these textures are used all over the game and would be the most important to find;
Until we do though, I'm going to work on lighting rooms some more and getting project files sorted out; make an easier way to share progress in RTX remix
LETS Gooooo
I started using my brain
the layers in the PSDs are smart objects, meaning the full image; whatever was loaded in should be the same as it was, and you can see beyond just the canvas bounds of the file
oh hell yea
also i already found this texture and sent the orignal .tga textures here a few days ago
or atleast the base of it
with that in mind, I expanded the blood texture's regions in header2.psd and this is the most we've seen of it so far
At least, assuming its the same one as the end screen
im going to check now
W
oh hell yeah, what is it?
unless i missed it in chat
these 3 files
diffuse, normal and specular
it's from this dude named Philip K, i think he worked on IdTech games but im not sure, they're from a texture set he released called "PK02"
Also, when I remade the misc.jpeg texture, all of the textures from that were sourced from PK01 by the same guy
there's also this one which is used in SCP:CB as well, also from PK02
IT is infact a match
theres parts that were erased in the ending screen, but otherwise it lines up flawlessly
so now I'm going to search for that image online
That's not a good sign lol
yandex had results but they didn't look much like it
usually google reverse image searches at least show something that looks simular, like wine spilt
google gave up INSTANTLY
which I've only had happen very few times
Ugh, I'm appearently reaching the limits of my knowledge of photoshop
so, I had the thought of "what if a larger version of the image is still present in the PSD and it's just scaled down for the header?" but I have no idea how A. orient or rotate it exactly the way it was imported, or B. reset that image from that layer to it's original imported size/resolution,
I guestimated to test my theory, and it does look like there's more detail than the one I sent here earlier, I went to an outrageous resolution size just to make sure I get as much quality as possible from it and to maintain quality when manually rotating it.
So this version of the blood in theory carries more detail
I wish I had a better way of doing that though, any attempts googling it results in "how to save an image" tutorials so
darn
I'm curious if we can use samples of it like I did there and find a texture that has the same unique shape, maybe
or, unless there's another photoshop file that has the same texture but only one instead of it layered
uh what
I'm not sure if this is actual gore, it doesn't look like it but; this is what is used for the corpse texture for the bloody head
so many weird discoveries with these textures, its both fascinating and bizarre
I have the game tho
I meant used to
To be honest
It might be still in steam under different name
Oh maybe, I doubt it'll give us higher resolution textures though which is sad, the medbay 008 zombie would be useful inside that pack though
also! i made another discovery
this is one I was hoping to find earlier but didn't
In the launcher PSD, there exists a portion, but a portion nonetheless, of the unaltered image used for menuwhite.jpg and all the other grunge texturing on the UI and logos in the game
The ones we have/had before were altered to be seamless, and you can tell because parts and patterns repeat
this one doesn't match up with that past a point
still\
NOTE: Given the size of this free DLC, and the potential broadband cost to some users, we have not ticked the DLC for auto-download by default. You can tick the DLC and resume the download by going to your Library > Software > GameGuru main page, then ticking the 'GameGuru - Expansion Pack' in the DLC section.
This Expansion Pack expands your…
there is it
because yeah that 008 zombie texture would be useful as a base
does it also have the lady who runs through the tesla gate?
I think i see her yeah
next to the orange steps
so yeah that model pack was also a good find it seems
waiting for dlc finish download
yeah seem i got it from 2015
when they changed their name
omg I'm actually getting so close
i found more
The full layer from pausemenu and menu respectively, it looks like the original image as well except mirrored
wow so that has everything
Its good too, because we have both the surgeon and that, and we can use the surgeon texture to make a higher quality texture for it
wow interesting
I turned up the opacity on the one and this is the most of the original image we have so far
although, now that i'm looking at it, this one also looks partly mirrored
this is the secuirty guard texture from the expansion pack for creator game.
OH DAMNN
Ok now THAT is an awesome find
its a higher resolution of his face too
looks a bit different to me, but I have no idea
Yeah I can tell
hold up
its funny too, because I found out where the Nazi dialogue comes from earlier today as well, so if we can find out where that pamphlet comes from, we would have found everything related to the SCP-1123 event
Janitors face is there too
the other guy with the tie, far right
Nazi - Police officer from creator game
I think it is anyhow
"clerk_d1" from scp:cb and "clerk_d2" from expansion pack.
it looks verrry simular, might just be an edited version of that
I HAVE FOUND IT
FINALLY
Dated 2008, it comes from a photographer who uploaded it for CC0 use on Wikipedia of all places,
It's a rust texture, that's what they used
The largest they have is 1936 x 1288
menuwhite.jpg, as well all of the backgrounds and such used for the white texture in all UI textures has been found!
I could not be happier
this is one of the two I've been looking for from the start
the other one being this POS:
which I still have not found
It's same texture used in SCP-087-B
SCP-087-B/GFX/white.jpg
yeah I knew that, its probably one of the oldest textures regalis had on hand which is also why its hard to find
same with the Cheshire smile
comes from SCP-087-B, and that smile comes from smile.jpg from smile dog
I even asked the creator Michael Lutz if he would reveal the assets he used, but he never got back to me
anyhow, yeah that white texture would be amazing to find
I hate to say it too, but even if we find every other texture in the game and its source image; there is one will likely will never find, If we do, It'll be the holy grail
that man.jpg
yea
There is some info about it though
assuming no one changed the info on the original, which I'd say is likely that they didn't given the year it was first used, this image is from 2004
Its most likely a painting honestly I think that for only one reason
I have found aluminum paintings that have similar structure and looks to them also dating from 2003-2006
Yeah using the same opacity trick as I used for the rust texture, this is the most I can get out of the SCP-970 Corpse head image
once again, it does appear its a larger resolution in that photoshop file, but I have no clue how to extract images/assets used in a PSD effectively
it’s probably a Halloween prop
wasn't able to find anything with reverse image searches unfortunately
Also yeah, I think that’s a safe assumption because it could be the reason as to why his arm looks like that, the artist just might’ve not finished that arm yet or something
Also the bottom right kind of looks unfinished
As I said, finding that is called the holy grail for a reason, it isn't even considered lost media, because lost media actually requires two known examples or instances of it, and we only have one. Dr. Gears on the SCP Wiki
I imagine pic4.jpg is also from a movie
Found the bottom metal texture for the officewall.jpg It comes from a texture art website, dated 2005 SRC
Texture Art gallery of Dawid Michalczyk
The radio is an actual radio it's the "PRC6809V VHF COMBAT NET RADIO" SRC And I gotta try really hard not to buy it
Found the texture for all these signs
it's possible its used in more places
the navigator is from a Recon Pocket PC data collector, once again; I have to try not to buy it.
HAHAHAHA
The face of Gonzales Jim is an actor; named Andrew Tribolini SRC
Found the originial SCP-1123 Nazi leaflet, it's an actual flyer from 1941 known as the EH.498 requesting the german population to stand up against Hitler's regime. SRC
holy MOLY you've been working hard
Yeah just finished, I went through each PSD to sift out the really obvious or easy finds
those were about it, there are a few more I could find If I spent time looking, but I'll do it another time, like the control panel has Doom 3 textures in it
i've been playing scp:cb on and off ever since my brother introduced me to it back in 2013, so seeing these textures is like looking at it naked lmao
big props to you as well
I've known SCP about as long as I've known Markiplier, like really early back in the day, It was probably the second horror game I've been introduced to, and is definitely my favorite by far
this has ultimately been a life long goal/job for me, I never thought I'd get this far this year, but I'm glad I have
I really think I should start a series documenting our findings on YouTube, as well as have a google drive with it all
Also, the reason I was tempted to buy these (I probably will if I can,) is because If I get my hands on them I can photoscan them and in the Navigators case, stretch that scan to fit the game's and then we'd have perfect high quality models for both
It's what I've been doing for 1025, 035's mask, 860's blue key, 1499, and SCP-049's mask
so I might as well keep going along with it
honeslty i really wanna find the 106 image source
same
i think the painting theory is pretty solid because these look like brush strokes to me
If it's a painting too, it would explain why it's been so hard to find
I'd love nothing more than to see the day that image is found
i fear there's the possibility that it was taken by Dr Gears themselves, and that there could be no other photos of the work online
That would be so weird if thats the case, it would mean he lied about it too
the earliest occurrence of it that im aware of is the SCP wiki itself, where Dr Gears uploaded the photo on the 8th of April, 2010
he went on record and said he found it on a creepyphotos thread on 4chan, and never questioned where it came from until years later when he couldn't find it anymore. if my memory serves me right
uh oh
although, I should take a look and see if I can get a quote of him saying that, I remember seeing it though
time to scour through 4chan archives like what they did for the backrooms photo lmao
thats the funniest part, if hardcore lost media finders tried, they could probably find it
I've tried opening up a post on the lost media subreddit, but it got rejected instantly for this reason;
technically? it's not lost media, but we just don't know where exactly it came from. there's some sort of line between lost media and lost source so to speak
i think lost media would imply that there's no way to currently view it, which is false in this case
we do have a date on the image tho
yea, or if it did exist in real life and we had pictures, but we didn't know where
indeed, we also have two names for it
there's also another date for photoshop?
that man.jpg and S2500227.JPG
yep
wonder what he macintosh portion of that means though
they were probably editing it on a mac or something id assume
could've also been cropped or adjusted in photoshop too
true
or perhaps it was a painting, and then had something photoshopped over top
im gonna assume the original image size was 1200x1600 judging by other photos taken with the same camera on flickr but i could be wrong
ratio would match up
so you might be on point
It was taken in 2004 but modified in 2006
i suppose that narrows the range from 2006-2010
according to the metadata of the image
looks like about an estimated 80% of it lines up with expected jpg compression
Here is the generated ELA of the image
The parts that stand out, the line, the vest are the parts most likely digitally modified, to my understanding
it was first sent through fotoforesics site in 2013
still, it's interesting we were able to figure out this much
Alright, So I was wrong, with the ELA a image that is closer to black would be the original, and the more noise and high contrast pieces you have is where its likely been modified
I've looked at a few examples of ELAs used in the backrooms image search, and from what I saw
This ELA likely means two things, 1. the line possibly wasn't there, it could be because it's a harsh line, but because it stands out its also possible it was added in, and 2. the image was either reuploaded once before hand, adding more jpg errors than expected, OR; and I think this is more likely given the theory we came to last night, it was resized
because resizing an image completely changes the ELA and makes it look a lot like this, there isn't too much noise and such for it to be a photoshop, but its not the original either.
It goes without saying I am no expert on this, apparently I was wrong there too, with older cameras such as the one that was probably used here, it's a little bit different and our photo is actually closer to matching up with an original than a resized, a resized would be darker and blockier in the encoding artifacts
A visual representation is here
ours looks a lot closer to the first, and would've been taken during a similar time as the backrooms photo
On other news, I bought one lmao
I folded
these things go for $200-$500 depending, even if its completely stripped away and for parts (non-functional) go for a lot, but last night I was able to find one for parts for $40 and I instictively went for it
so when that arrives, I'll post a video of it, as well as photoscan it and properly turn that into a model for the game
the radio is going to be a lot harder to get my hands on because it's a military combat radio, yknow prices are bad when its $300 for a dummy practice radio of it.
I wanted to show this earlier, but this is the original larry.jpg AI upscaled to a higher resolution vs the remastered one I created using the source images
this is the difference and why sourcing the images is the best way to go in my opinion, my AI upscaler wasn't even able to go up to 2K natively from 128 pixels, meaning I would have to upscale it once or twice, which makes the quality significantly worse.
and there's no ambiguity when it comes to the remaster, because I can just show the original source material and they'll say "oh, is that what he looks like?"
its probably the best example I have of the difference between those workflows and the quality coming out
Ok this guy who commented on one of my youtube videos have been helping me out on sourcing here,
finally found the original high definition scans of the human faces.
Ok guys, this is big big big
possibly bigger than the PSDs
There's a guy who commented on my RTX spoof trailer on youtube, saying he ported all the rooms to Blender from SCP:CB and offered to show to me and so i checked it out, -weeks later, I find this guy on the Undertow discord as well as the UE discord, and today he messaged me and offered to help with sourcing images, he gave me the source of the human faces
I subscribed to the site just this once to get full 4k scans of them
3D.sk is the biggest online source of photorealistic human and animal 3d body scans & photo references for 3D artists and game developers. You will find here more than 10000 body, head, hand 3d scans and 1300000 photos - references for modeling and texturing your 3D characters.
3D.sk is the biggest online source of photorealistic human and animal 3d body scans & photo references for 3D artists and game developers. You will find here more than 10000 body, head, hand 3d scans and 1300000 photos - references for modeling and texturing your 3D characters.
3D.sk is the biggest online source of photorealistic human and animal 3d body scans & photo references for 3D artists and game developers. You will find here more than 10000 body, head, hand 3d scans and 1300000 photos - references for modeling and texturing your 3D characters.
3D.sk is the biggest online source of photorealistic human and animal 3d body scans & photo references for 3D artists and game developers. You will find here more than 10000 body, head, hand 3d scans and 1300000 photos - references for modeling and texturing your 3D characters.
That's all I can find for now, anyhow, the big part of all this, he said 1. he may be willing to help with modelling and texturing for the remaster
and 2. he has connections with Vain Brain and possibly other devs that can help with source material and PSDs and such, he sent a message out to Vain Brain this afternoon so we'll see how that goes.
I've been looking all over that site, I still haven't found these original photo head scans
I still have 39 credits, so if it's found on that site I can get the full 4K scan
granted, I think I'll only be able to get two
going to start capturing rooms in reverse order
how so?
just starting with the highest id and going down
ah so Start/173
I'm curious, can captures and captured data be shared between two people working on RTX remix?
and if you have no idea, I'd say lets try it; then I'll get started on lighting the rooms
just make sure to name the captures by the ID if you can, before opening them up or anything
also, in UE? or vanilla?
should've started with that
vanilla for now
gotta extend the fog then I'll send you a cap as a test
cool, I'm going to finish the intro area then
I'll also send a cap of a vanilla room from uer and see what happens
I already captured the first two areas, as well as the head office, I want to get in a habit of sending captures and work so its easier to work amongst multiple people
I think the capture data as well as the mesh and materials and such are required
and yeah that sounds like a good experiment
remix back to crashing the second I open my project
also apparently setting the fog too far breaks it
I'm still sitting here trying to find good fog values
for some reason 999 9999 works in game but not in the ini
I just finished making all the light values match with consistency, I'm going to boot up the game to line up the lights for 173 and then I'm going to move on to the next room
that's just the vanilla
it'll load with the .usd but be missing any textures, models, hashes or anything that the start or 173 doesn't have, there should also be folders for materials and textures and stuff
yeah that looks to be it
lemme take a look
vanilla and yeah gateb
missing a few things inside it, like the grass/snow
not the end of the world, but I guess worth noting
ah ok
the map was being weird
still, looks like it worked well
and I think I get it now
you have to put the files inside both your captures folder in your game's "rtx-remix" as well as the deps's captures folder in your project file
I'm going to try loading this just to make sure
I actually can't launch my project this time
I open it then 2 seconds later ny whole pc freezes for half a sec and it crashes. very sad
looks like all projects are broken gotta reinstall the program
this is a pain inthe butt
how do you change the incremental transform on the gizmo thingy
if you know
when I move a light it snaps from "0" directly to "-250" which is impossible to get percise placement with
also I think this capture has other rooms in it
Yeah it has SCP-860's door in it
I'm curious though, If I link stage lights to things only in that room, would it keep it in a different seed where gate b and 860 isnt connected? im going to try it now
once i get the lights in a good position lol
reinstalling did not help why does this happen
