#SCP: Containment Breach
1 messages · Page 13 of 1
Alright.. still gotta edit my findings, but this is a video showcase I made to visualize what we're trying to accomplish with the monitors as end game in RTX
So now we have visual aid to both
- What we want the end result to look like in RTX
- What the monitors look like in RTX with BlitzMovie (because that's also how this was made)
- What the flickering issue looks like in RTX with Vanilla
With these two videos, and a bunch of other stuff I've been gathering, I'm making a formatted announcement to as many places as I can to hopefully get moders, developers, and whoever else has experience modding or coding in this game to hopefully find a fix that actually makes the monitors live, if possible.
Besides that, i've shown that it is theoredically possible to record the footage in RTX for BlitzMovie too. I'll share my findings and what I discovered later on once I'm done voicing over and editing those findings. but here is the video used
I think I prefer 30 FPS playback on the Security monitors too, the 5 FPS of the original just doesn't look as nice, and this still feels like Security footage at 30 FPS
Assuming no one is able to fix the monitors at all ever, BlitzMovie will be our next move to at least have it work to some degree
and once I'm done that announcement I'll continue to work on that just in case
but that's my plan so far
same, looks muchhh bett
er
15 FPS would be a nice balance imo
lots of older security cams are around that FPS iirc
5 FPS is abnormally low, but 30 FPS is common for newer ones
I actually tried 15 too, I don’t have a video of it off hand but it likes visually similar to 5 FPS not sure why
Wow.. I just found out that what we've been doing has a name
Texture Archaeology
Sourcing, and the preservation of old unknown sources of textures, to find full resolution source images from which textures in video games we're made of
most people have only done it with older titles like Mario 64 and Doom, but I think SCP:CB is still interesting and as proven to us, difficult sometimes.
oh my god you're an archaeologist
I know this isn't related to SCP:CB RTX directly, But I got curious how some other SCP games would handle RTX as well, SCP-087-B probably won't have any issues being in the same engine and stuff, but I wanted to try SCP-087 as well, a game that was made in Unity instead of B3D, and well.. it can "run" RTX but there's a lot of issues currently with it, I guess the way that it handles shaders flips the playerview to be correct, I'm curious if these can be fixed though. the player does seem to have a mesh of their own, so attaching a light to that hash would be easy, and everything else is just remastering texture by source.
I Do want to tackle SCP-087-B and SCP-087 after v1.3.11 of CB, Because making those two titles RTX remastered should in theory be very quick and easy to do, maybe only a few days to a week of work each. but not before finishing this one, because I don't want to abandon it.
that being said, If you wanna play around with it, the game is also CC0;
I've included the saved rtx.conf file I made in my playthrough to make it "Playable" in RTX but just in case
I haven't tried in the RTX Remix toolkit at all with captures, so theres still more to play around with if anyone is bored.
SCP-087-B should be especially easy because it reuses assets from CB and runs in the same engine.
I mean hell, We already have the Smile.jpg one done
Just something cool I wanted to share, again; I know its not SCP:CB RTX directly, but its something neat I played around with, I'm gonna continue on with the monitors and the announcement now
yeah, 087-B would be cool too. In fact, it's the first B3D game I tried with remix before eventually trying the older versions of SCP:CB and finding success with those
https://discord.com/channels/1028444667789967381/1258282026528669789
i remember i had to recompile the game in order to get it working at the time lmao
i might try it again using the newer remix versions
Definitely doable, not sure about the other in Unity though
Oh yeah!!
I never shared my discovery with you guys
check this out
So when playing around with the custom .exe source code trying to make the sc\cam switch work in RTX. I discovered something, there's a rectangle texture that is always at the player for blinking, blur effect, and other stuff. these textures are always 2-Dimensional because they are sprites and not meant to be seen in 3D, but if you view the player from the sc\cam you can actually see the blinking texture.
If you do the same in RTX, that same rectangle of space will be less effected, sometimes not affected at all if lined up perfectly with the camera, to the flickering and white texture thing.
which leads me to believe that theres a texture or two that is connected to the player's camera which is essential for RTX to actually work. maybe its AmbientLightRoomTex we found earlier, or the blur.. or maybe a combination of things, but something
this may even be beneficial to possibly finding a fix to the monitors as a whole (no blitzmovie) too. hense why I was reminded of it, I'm currently writting an announcement to spread wherever I can to seek help
I'm hoping to possibly reach moders, coders, anyone who can think of a solution that works in RTX. and BlitzMovie will be PlanB if no one is able to
oh damn thats an interesting find
indeed it is, been wanting to share it with you guys for a couple of days, but I figured it needed a voice over as its a little complex to understand what's happening otherwise
YESSSSSSSS
FINALLYYY
Had to enable wireframe, which means something is blocking the players view on both cameras
but the switch works in RTX, granted slow
Finally...
I basically copied over everything that the Player's camera to the sc\Cam... it took a while to do... there'
there's a lot of shit that goes into the camera
but obviously... one of them is important
once I get it working without wireframe needed, the first thing I want to do is put the CopyRect function for the monitors and see how it makes it any different if it does
probably won't but I'm curious
My theory is that there was lines of code that worked besides the main loop and the the update security cams where the camera was being enabled.. and thus the camera switch was literally switching back and forth and RTX never registered the switch
by switching and adding in the lines of code for sc\Cam basically any line of code that would've gone to the camera, does a check to see if the switch happened, if it did, it redirects that function to sc\Cam instead
There's a reason I've been putting this off as you can tell... its pretty complex and confusing. easy to screw up
yeah i don't get any of this shit but fuckin awesome that you figured it out lol
there's like five different cameras which are all connected and linked to the player's camera, as well as a ton more sprites
I had to copy each one for the security cam camera
thats about it, but it was a truckload of work
I'm just making notes here so I don't forget or lose them, but I'm slowly removing parts of sc\Cam so its closer to how it was to narrow down what is absolutely necessary for it to work, and what is not
so far
Function RenderWorld2() is needed for RTX
I've narrowed it down to these
so something, or possibly a few things, in those areas of code is Required for RTX
and I'm gonna go through one by one removing and see what it is
4 more things left to remove, all in main.bb
getting really close
They're all in the Function RenderWorld2() so I put a comment on each section and aptly named the tests of removing each key part, and I'll note the results
with that, we should know exactly what is required for RTX to work, and then I want to play around with a vanilla build using that.. someone had a suggestion for maybe getting copyrect to work using this, so I want to try it
RemoveTest1 - Required, cannot be removed. (Wireframe mode when switched, but camera does not switch.)
RemoveTest2 - Not Required, can be removed. removes some of the Lag, Wireframe still needed.
RemoveTest3 - Required cannot be removed. (Wireframe mode when switched, but camera also switches.)
RemoveTest4 - Not Required, can be removed. Same result as RemoveTest2, same FPS, Wireframe still needed.
so.. simply put, RenderWorld2() and the entities involved are the most vital to getting RTX working with any camera in 3D space, but most notably, these lines of code:
RemoveTest1 was:
CameraProjMode Camera,1 ```
And RemoveTest3 was:
```;render sprites
CameraProjMode ark_blur_cam,2
CameraProjMode Camera,0
RenderWorld()
CameraProjMode ark_blur_cam,0```
Here's the test results in video too, just incase
This might not seem that important, but this is the BARE minimum for RTX to still work while viewing a different camera than the player camera, bsides that it seems like ark_blur_cam is also important, and for the time being I created an identical copy called ark_blur_cam2 which was only used for sc\Cam instead, I want to try to see if I can recycle the one used for player's camera though,
To put this into perspective. I don't even have to hide the player's camera with HideEntity(Camera) both cameras exist in the world and it still works, all that happens when the switch happens is a variable is set to true which is used for switching in RenderWorld2 and ShowEntity(sc\Cam) which shows the sc\Cam in the world, That it.
no SetBuffer Backbuffer, no Cls, no flip, none of it is required.
I still gotta figure out what the black thing blocking the player's view is and what causes the lag during the switch though.
Progress of information is slowing down.. but here's one test I tried which is interesting
In a vanilla build of the game, If i only keep CopyRect in the loop for UpdateSecurityCams and not change the camera, I'm and copy the result of the FrontBuffer to the texture, I get the player's view on the monitors
Unfortunately it doesn't fix the issue in RTX, texture still doesn't show anything besides black,
but... no flickering, which means the flickering is directly caused by the camera changing, which isn't hidden in the backbuffer like blitz3D normally would,
and I'm guessing the texture not showing is directly because of CopyRect
only because... again, everything else that is broken in RTX, Gamma, borderless windowed, 205, what was the resizing on the documents... all of those use CopyRect, I remember they were the only other things that did
Hello Inward3D! I found this place while looking for psd files from containment breach as I was working on my own project. I was looking in Containment Breach mod servers I was in and Undertow games official server, I don't remember which one lead me here. But I remember you saying something like how you were archiving and searching for a bunch of the original games textures in this server, and I wanted to see what else there was. I ended up scrolling through a lot of this thread and I saw that you still were looking for some textures. I'm pretty confident I actually was able to find the original concrete texture, along with its other maps, or at least a bigger version of it. Its dimensions are 1024 x 1024 and it's on this website here. https://www.sketchuptextureclub.com/textures/architecture/concrete/bare/clean-walls/concrete-bare-clean-texture-seamless-01233
I was able to sign up and get this, but the site says if you donate some money you are able to get the normal, specular, and ambient occlusion maps too. It's brighter than the one in Containment breach, but if you darken the image it's a lot clearer. Here is a comparison.
This is a really cool project you guys are working on and I'd love to help more, if I ever get the time I'll help look for more lost textures. Or maybe this was it for me but still this is really cool and I hope this information helped as well.
damn they really rely on CopyRect for everything lol
ooooo very cool :)
I've found another texture actually
this is where I got it, the full vent image https://www.fototapety24.net/naklejka-wzor-maszyna-miejsce-15079786,4143
https://www.fototapety24.net/img/1000/15079786/naklejka-wzor-maszyna-miejsce.jpg
for these images I've used https://lenso.ai/en and https://smallseotools.com/reverse-image-search/
Lenso.ai - Search for places, people, duplicates and more with AI-powered reverse image search
and then a lot of searching, but if I'm lucky they will just appear
oh sick
yeah i wish reverse sound search tools were a thing too cause I've searched through at least like 20,000 sounds lmao
thanks though I do wanna help with texture sourcing, I just don't know where to start
yea no problem, it's just a lot of long and boring searching for the most part but once you find the actual image it's super cool.
also I noticed that the concrete image has been edited actually, the edges of the image have been changed. It's good I found another source for the image, unfortunately it looks like it costs money to get it though. https://seamless-pixels.blogspot.com/2012/03/free-seamless-textures.html
or it's unavailable?
$15 for one run of the mill concrete texture is crazy lmao
im not even sure if thats part of the pack actually.
also, it doesn't look like the concrete texture was changed from the other one you sent?
i mean other than the contrast/brightness/whateverthefuck
it has, the edges have been changed, if you look closely you can even see some spots have been covered up by it.
like the little specks
hmmm, well to me it could be that they scaled the texture up and it hid some of the edges
or if its jpg it could've been compressed and it loses some of the specks 🤷♂️
here switch between these kinda fast, you will notice how it look weird near the edges, because the edges are changing. the left is the higher quality concrete and the right is a scaled up concrete from the cb files, it's a little messy but you'll see it.
yeah I definitely see it
but man that sourced version of the texture looks so much better lmao
there might be a better one out there I could keep looking.
@blissful pilot what other textures are we missing?
oh nvm hes sleeping
and tilefloor
I thought tile floor and metal3 was found
he might've found it in two months, but i just did a search of tilefloor since i can't remember and he said he hadn't
as far as i know, he only upscaled it which does help slightly, but it keeps things mostly the same
i was gonna buy it but PayPal won't let me 😭
apparently $15 USD gives you all the textures
well lets make that a if all hope is lost situation, there is normally another way.
I think I may have found the guy who made that concrete image? he gave it away for free unlike every other website and it's just on some blog it seems.
if he doesn't provide any PBR maps, i'd totally be fine to buy it
(if i can get my card to work lmao)
i swear i have $15+ idk why its not working even with PayPal
I'm just worried it might not be in there for some reason
wdym?
its not something you do as a batch download
you can download each texture seperately from that first link you sent
oh alright, those textures are listed as free though. The only problem is that it just no longer exists
where you are meant to get the concrete texture
right here
oh, I'm on the other site
made an account and everything but payment won't go thru so we might just have to stick with the albedo-only version if Inward doesn't wanna pay for the full one lol
that one doesn't seem like it'll give you the concrete texture unfortunately :(
yea, but it's listed as free, and the guy who posted it is still active
could probably just ask for it
alr i'll send an email
oo damn
looks good
where'd you source it from?
i think we're still gonna have to buy the first one you sent since it features all the PBR stuff
reverse image searched it again, found a link to the same website, but this time I just click view image, and it gave me this
I think that website got this texture from somewhere else, either edited it themselves or whoever they got it from edited it. I see these images have been rotated, flipped, or changed in someway maybe to get away with the fact that they maybe don't actually own it?
so that normal map is probably based off the edited image, so it won't look right I bet.
or all those maps I mean
idk how making maps works but making our own probably wouldn't be any different from getting the oens from that website.
they look pretty decent in the MAPS preview, but you could be right, and maybe they sourced it from somewhere lese
i personally don't know how to do it, but it would just be easier to have them already provided
I guess it's up to inward cause he is modding it into the game, we'll see what he has to say.
I think the images I sent were actually smaller, I think this should be the full 1600x1600 concrete image.
wow the cursed texture
Yo a lot of messages to go through
Yeah I had a migraine yesterday so I was out like a rock; I’m gonna grab some food and then read this looks really interesting
I’ve used Lenso.ai before too, it’s pretty dope; the paid version of it is how I was able to ascertain the last of the human headscans and reference photos from the game, it’s how I found Scientist.jpg’s face
Pretty much what I’ve been doing yea, that sums up the process, if you search long enough; with enough luck you find something .. just takes forever 😂
I want to point out that they did this for other textures too, the grunge texture was really hard to find because they took a photo of rust and modified it and Made it seamless, same with dirtymetal.jpg
As seen in these^
Yeah guaranteed, that's the same image with the same thing they did with the dirtymetal.jpg texture. If you have the original I can play around with it and do the same I have done here.
They did way more in dirtymetal than they did for concrete probably more likely, this is a comparision of the best recreation I did
Once again, this was all created from this one image
besides the vent and concrete if those have already been found.. Yes. white.jpg will be the hardest to find and the most important
😭
Yeah if we had White.jpg, Concrete, Vent along with the other ones we already found we could remaster 90% of the textures right now
98% of Map Textures at least
question
do the UI icons use the grunge texture?
like the one for the endingscreen
Like looking now, these are ones I suppose we'd need to find for the rest of GFX\Map
2_office_lamps_dif.jpg
flat_monitor.jpg
MonitorTexture.jpg
Pipes.jpg
1499Sky
Wood.jpg
Tesla.jpg
the paper texture for 012
Everything else for map we already have or should be able to find pretty easily
Good question, I've been wondering it myself actually.. Im not sure, I want to think they do, but its hard to tell by how small and compressed they are.. but
We have the PSD for signs
And they look kinda simular?
But yes, thats also one of the last things we gotta make sure of as well
vane brain might actually know about that; considering that emoji i just sent is from TSS lol
Yeah if you want to pick his brain about that
so wait, do we actually have the full resolution image for vent?
wellll
the one he sent is only 669x669
im sure theres a higher resolution one out there
coincidence?
$40 fuckin dabloons for the shittiest texture i've ever seen 😭
nah. because HL2 was released in 2004
orange box version
ye
that doesn't count tho
it had minor fixes, but 90% of the game was already good to go in 2004
can you believe they had render target in 2004?
yes cause Valve is fucking awesome
this one is supposedly higher resolution and better matches the one ingame with a saturation change
October 11 2007 though
The other one predates it by October 7th 2007
its likely neither is the source but we're getting closer
interestingly, shutterstock has one from October 6th 2007
highest is 3000x3000 pixels
are you still paying for it?
if so could you run uhh
sky_left
hm?
oh, nah.. haven't used it in a bit and the subscription ran out
oh damn
i've been trying to recreate the mountains (aiguelle verte howeverthefuckyouspellit) in Gaea to make them look 3D and awesome sauce so its not a big deal to source those anyway
I can source them if you need
The vent, white.jpg, and concrete are The most important overall, so I’m still sifting through some of the leads @sly badge sent us
If it costs money, assuming it’s not that much, I don’t even mind purchasing these textures because of how important they are and widely used throughout the game
nah its alright, thanks tho :)
are you just looking for the mountains?
might've found it
nah, i was hoping to see if there was a higher-res version of the skybox
it was likely taken, by whoever uploaded it, although because its a real location its possible theres higher resolution photos
not sure about the sky though
yeah thats the part i do want to keep in mind but maybe if i can get the Gaea model i'm making into Blender i can do some compositing effects
how do skyboxes in RTX remix work?
are they 6 sided splicing together different images like in CB
ooh.. take a look at this one
ye i actually saw this one lol
heres the real mountain
well i guess these are all real
but you know what i mean lmao
also, I'm pretty sure the skybox texture setting in Remix just calls for the texture to be rendered behind everything else. as for SCP:CB, the skybox is actually a tiny cube that encapsules the player's camera
oh alr interesting
I bought the pack, so I'll take a look
I have a feeling the vent texture must come from a image or texture pack as well
So I think I found... something
dreamstime has the image for vent, at a higher resolution than shutterstock, but it doesn't have a date, technically the Raw would have metadata for that, so I requested the raw, and I guess we'll see
but I was able to get a free trial and get the .tiff highest resolution of that
3535x3535
This, at the very least If we don't find anything else should be able to be used for remastering
this crashed my fuckin discord 😭
wow lol, its a JPG version of it too
here
this should be the one thats used in CB, top left corner
technically.. because theres six of them its only ~1100x1700
BUT, we're only really doing a remaster up to 4K for the larger textures, 2K for most textures, and this is one of the smallest textures in the game of 216x216
plus.. my secret tool with this higher resolution image... will help
BUT you know the best part of CB was always staring straight at the vent and examining each singular pixel
Also..
this texture pack..
is massive
I'm tempted to put it on my google drive and have you guys look through it too, except its like 5gb
like.. I'm pretty sure the wood texture is also here
Tileable concrete floor texture (13)
not huge, 2048x2048
but still way bigger than the original 512x512
WOOOOOOOOOO
btw for color matching, you guys might find the Average Color Fix node in chaiNNer helpful
just mess around with the percentage setting
I appreciate that, it might help actually
the thing I'm more .. eh on is PBR-ing
I have my own process for it, but it is by no means quick or easy, its why I've only done like.. a dozen textures in the game so far
I'll take a look at that as well
besides that,
👆 👆
white.jpg last one to find, thats like... REALLY important
also metal3 I did find.
haven't found the tile, but honestly I got such good looking results with use of AI that ultimately, i'm content using it for the remaster
although I could try again with the original
https://www.shutterstock.com/image-illustration/3d-rendering-panoramic-nature-scene-background-1301484205
This is the sky, it might not look like it at first, but you'll notice how CB's sky is really warped, notice areas like this cloud here, they are identical.
Yeah I can see it actually
they've use similar textures like the head textures too, so its not unheard of them warping it to a cube map instead of equirectangular panoramic image
once I get the original I could probably do the same too with Blender
it says its 4000 x 2000 so I think thats pretty good
as said before, as long as it has enough detail; AI can normally do the rest, granted, we wanted to do 4K textures for bigger textures anyhow
taking the compressed and lower resolution one produces less good looking results, but with the highest resolution.. it actually looks a lot better
once I found the grunge texture, which I believe was 6K, I had to use AI to upscale it to 16k, and it looked pretty good for the 8K ending screen I made
but If i tried doing the same with the 1280x960 we recovered from the PSD.... it wouldn't look as good.. it would look very AI generated
in short, yes that should be big enough to work with
its difficult getting bigger high resolution images from that time to be higher than 4K anyhow
alright, I'll keep looking for other textures until I get bored.
This is the most vital to find if you wanted to
granted. we've been looking for it since the start
we have a couple of leads, but they seem to be deadends
there's a less edited version of it in earlier versions of CB which I've posted here^
and SCP-087-B also uses that texture, besides that
someone on undertow forums was able to find it in a paid FPS texture pack, but it had the same resolution.
and that's about all we've found
yea this texture seems to be like the final boss of missing textures, every time I've looked for it I've found nothing.
might just have to use an upscaled image like the tiles instead.
Possibly, but we’ll see; unlike the tiles the white.jpg doesn’t look quite as good, but it’s a good thing we have the less edited version from 087-B
The texture also generally looks pretty tiled in game, so we could also just use a different texture that tiles better
still trying to get gigapixel :/
trying to narrow down which version I had by searching my laptop
I know I'm trying to figure out which v8 I had
I think it was v8.4.2
so That's the one I'm trying now
it just takes surprisingly long to uninstall and reinstall apperently
Provided to YouTube by http://incompetech.com
Bump in the Night - Supernatural Haunting · Kevin MacLeod
Bump in the Night - Supernatural Haunting
℗ Creative Commons Attribution 4.0 https://creativecommons.org/licenses/by/4.0/
Released on: 2015-08-15
Auto-generated by YouTube.
not sure if you found this one yet @formal sierra
it has Gate B and 106's stuff
I was actually thinking about an idea I had with the 106 theme, and the old version of the 106 theme
I found 914's gears I'm pretty sure
this is the largest image I could find
where is it from?
got them from this pdf and extracted the image using a website https://www.wired-gov.net/wg/wg-images-1.nsf/img/DNWA-8CEH6F/%24file/Spotlight on Lean complete v5.pdf
shit is like 20GB or something lmao and yet the installer is only liek 20MB
really? might be why then
i've "sourced" practically every file in Music
really just yoinking from incompetech lmao
yea tons of music was used from Kevin Macleod
also i'm pretty sure this is actually Medusa,
i gotta check actually now im mixed up
I'm not sure if you already know this but the intro music is a combination of Penumbra and Blue feather.
https://www.youtube.com/watch?v=WaMe-FNLjkc
https://www.youtube.com/watch?v=t4JxoWgoGZs&list=RDt4JxoWgoGZs&start_radio=1
"Penumbra" by Kevin MacLeod ~ enjoy it :)
Music by Kevin MacLeod // Video by KMA
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
► MACLEOD'S DESCRIPTION OF THIS SONG
✘ Genre: Horror
✘ Time: 4:56 unknown tempo
✘ Instruments: Piano, Synths
✘ Tags: Dark, Eerie, Mysterious
❝ There is something in the shadows, it isn'...
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Blue Feather · Kevin MacLeod
Reunited
℗ Kevin MacLeod
Released on: 2014-12-27
Auto-generated by YouTube.
i did know it was a mix between 2 Kevin Macleod songs, but i forgot what the other one was, thanks
like here i've sourced pretty much all of the SCP ambiences, although im missing a couple lol
which ones, I might be able to help
its a bit hard since i've organized all the filenames, but i've just been going out of order for some reason lol
so far:
i'm also holding off on doing some, since FireFox said that he has some of his original source files for the ambiences
oh alright
have you found trench ambience?
I think this is the original
https://www.youtube.com/watch?v=UCZtGEVgFsw&t=3s
Provided to YouTube by DistroKid
Uraz · SCARRED
Za Pewnik
℗ Onimus Morbus
Released on: 2020-07-10
Auto-generated by YouTube.
Hey. I'm FireFox. 32. [15/10/92].
Game Designer, Digital Artist, Music Composer, Audio Engineer.
My Music Is NOT under Creative Commons unless stated otherwise.
I do Synthpop, Orchestral, Electroni
I mean the war noises
ohhhh
i didn't know 106 liked dubstep
ohh i think it is\
it's possible that this song just sampled the same war noises actually
but it seems to be a drone of some sorts,
most likely
for things like PDTrench, you won't really notice the difference since its already using low tones
there also doesn't seem to be a full track, which is common with Omniary's work
for finding music I recommend using AHA Music, It's made for finding songs and it's not always accurate especially with ambient noises, but it can definitely help.
largest image of the tiles I could find, but it costs way too much money https://www.alamy.com/the-background-is-the-texture-of-the-tile-the-pattern-and-texture-of-the-tile-is-construction-image443747981.html
also got this but it's smaller https://i.pinimg.com/originals/af/6a/59/af6a59b4cbb418ba49a4a42a283efb6e.jpg
All done, remastered up to 4616x4616
Personally I like scaling it down to 2K for its size, makes it look a little better too. hides some of the artifacts
This is the texture in 2K remastered
Also.. in the process of getting the color accuracy and lining up
I noticed this
I saw those white sections, regardless of what I did would not match
then it dawned on me
its probably a watermark lol
they probably used a watermarked version of the image for the game, and thats why its always been 216x216
But yea, just gotta PBR it and then it can go into the game
before PBR though (Because I really like doing it 🫠 ) I'm gonna do the same remaster process for the concrete
hooray
Honestly though, I'm so happy to have this remastered
white.jpg and this bloody vent texture has been worked on since the start of the project
back when the intro area was the only room lit
so thank you @sly badge 
it definitely made my day
no problem glad I could help
If you wanted to, I'd love any other help you provide towards the remaster
It gets closer and closer to a "finished" state with everyday
although somedays feel like less progress is made than other days, especially with the monitors...
I understand lol, if I ever find any more textures I'll post them here when I have the time, but again I'm glad I could help, this is a really cool thing you're working on here.
that took me a lot longer that i'd like to admit but if you guys ever need the nvidia logo without the ugly ass box
merry christmas
fuck nevermind
i did the wrong hex code
AND ITS MISALIGNED
nevermind its not misaligned but it looks like it
cause one side is fucking thicker but like 2 px
I had this idea in my head and I just had to make it
Here's one without the plane too
OOOh
i should try that thing now
I completely forgot about it
lemme try with my PSB
which one did you want me to try?
Also I've been meaning to let @oak dirge know something
uhhhhhhhhhhhhhhhhh
oh i think it was endingscreen lol
or something idk
also heres a diet version (idk why i made this lmao)
@oak dirge I might actually incorporate this into the remaster, Maybe. I was initally against it for two reasons
- it deviates from the artstyle of the game
- the flood lamps weren't already on in the game, so placing lights would make them look weird.
But seeing as we're editing the source code of the game, I could easily add something in that makes those lights on with the sprites, futhermore I wanted to add a console command Kuro to enable or diable the change, incase someone wants a more vanilla experience, I want to do the same with my 173 model with a console command Izumi kato to turn the model off, and I want to attempt to remaster the game's 173 (as best as I can :P) for the remaster as well. these remastered assets will be enabled by default but can be disabled via console
As to what swayed my mind... I watched a review on Star Wars, and there was a point where the reviewer said that Disney failed with Star Wars because they were unwilling to take risks, in a corporate think tank it doesn't make sense on paper to take risks, you risk upsetting your audience, but for games like SCP:CB that's always been free, thats been one of the best reasons to why it achieved greatness, they took whatever risks they wanted to.. and made art in the process.. it doesn't mean everything should be changed, and I want to try to maintain the artstyle as best as I can.. but that being said, if theres a good reason to remaster something and make it better.. why not? this idea with the flood lights is a perfect example of where the base game would've looked jank as hell doing it but it looks great here because it shows off the lighting capabilities...
I may not make it red, because it seems a little pragmatically off.. like why would these flood lights specifically be red? while the other ones haven't been, But I'd like to keep it, just wanted to let you know
cinema
i like it imo
Plus I mean, we've already changed a few things already, so honestly... lets do it
I still value quality over everything else, but making this game's assets look better, even if its different, I'm now all for it
We're definitely gonna do it again for many things that need it too
gross model.. so ugly
Ok now back to what I was talking about
Yeah you wanted me to replace the logo itself used in the background with either the Nvidia one you made or a mix between the SCP logo and nvidia logo
so I can do that now if you have one
i tried doing something with it, but the issue is that the Nvidia logo is just so unbalanced that it didn't look good
This is what is used in the 8K logo
but you can change it to just about anything in the PSB
ye it was cool to mess around with lol
so If we wanted to come up with a custom one for the remaster, we could
ye i know that, i just want the logo to be unique and awesome sauce 😎
i was just gonna slap the logo right in the middle like you see with practically every SCP game/mod/anything, but its kinda boring and doesn't look good with unbalanced geometry imo
These are probably my favorite ones
is it possible to add shadows to those
also yeah i forgot you made these also lol
By the way, this 173 image can be used for the 173back.jpg ingame
if anyone wanted to play around with that
I want to remake it though for the remaster
from the lights?
yes
it is.. but it doesn't look as good.. its better when the lights are overtly bright, shadows end up not showing up
I did it in 173's chamber actually
Because they are used there
you know the 173 chamber you modeled? what if you used that as the background
for which background?
like for the same texture?
we could, but it takes up a small portion of the menu, hence why I liked this specific render with it, it was in darkness
yes, you can faintly see 173's chamber from the old image
and since you modeled the chamber for your remaster anyway maybe it would be cool to replace that
https://www.youtube.com/watch?v=gz2FhoYGs-c
I am making this model free for usage, just ask and you shall receive.
https://www.cgtrader.com/free-3d-models/character/other/scp-173-low-poly-3d-model-includes-mod-for-scp-cb
This is a video on how I created the original image of SCP-173 that has been removed from the SCP wiki on February 13th 2022; as it was not CC compliant, the original im...
Christ.. I kept getting the Photoshop error about my scratch disks being full, I cleared up 100gb on my C drive, turns out while this PSB is open it uses ~18GB of temporary storage on the C/ Drive
Found this texture which is used on officewall.jpg and concrete.jpg https://youthbruce.wordpress.com/concrete-texture-high-resolution-2-jpg/
https://youthbruce.wordpress.com/wp-content/uploads/2012/04/concrete-texture-high-resolution-2.jpg
bros on overtime
probably last one for today cause I'm getting tired
i need this as com
YOO
sick
they really just yoinked that texture and just slapped it right on there lol
yea, and some of these are dated correctly, like that blog post I found which had the concretefloor, that might have been the original photographer of the image which I think is cool.
very cool
i wonder if any of the devs would ever have thought that over 10 years later we'd be dissecting their game
so much so that we found out they're "pirates"
And I already found the metal thing at the bottom
so we got everything we need for officewall.jpg too
Also... Photoshop crashed 🥲
you need 4TB more of storage to fix the crashing
trust
does that mean that the medbay wall is also complete too?
You can kinda see what I was trying to go for though
very good
I'm trying to make a smaller PSD for the endingscreen, as cool as 8K is, 4K is the biggest going into the game and its very hard trying to play around with getting results for a modified logo with the 8K PSB
I'm hoping changing the image size is enough to make all the assets in the file smaller.. if not.. I'm not sure the best way to downsize a photoshop file
thats what i did
it made it run better but im pretty sure it still keeps the assets in full res lol
and it preforms better for you?
yea
simple edit but it was really cool to be able to edit everything in real time lol
i just made it 1920x1080 cause why not
the Blur effects need to be adjusted though
they don't scale down with the file
should be able to just do the same math on those values though
yea, i fixed all of the scaling but it seems i didn't bring over the psd to my new setup lol
I really gotta clean up space for my google drive, can't share it rn
but I made a 2K variant
doesn't match 1:1 to the 8K and its likely just down-sampling.. it just means when we make the final copy, we should do it in 8K and scale it down to have more control
But it should be handy in making mockups of the custom logo for the remaster
I'm hoping, but I have no idea if it works the other way around
where if you make changes on a 2K version of the PSB can you scale it up? probably not
although most if not all of it was done non-destructively
so maybe.
Ah! turns out I could upload it, granted I'm at 99% space taken up
gaddamn
2K PSD of Ending Screen Remastered - Link
As always it can be found in the SCP Archive on my Google Drive as well
fun fact: with the size of this file, you could theoretically land on the moon 13,888 times 🤓
just in case you ever need to know this information
Yeah I know some pretty interesting things when it comes to the moon, space in general actually
My favorite has to be that Saturn has hexagonal poles
True story
what if space isn't real and we're actually being deceived by the government just like how Australia isn't real
source:
Alrighty back on my computron now
Challenge/Modding Help Request: For Anyone Talented with Coding/Modding SCP:CB
Help or find a solution to this issue and get your name in the credits of the RTX Remaster. and possibly more! :)
** The Problem:**
For whatever reason this is what happens when Security monitors are in the player's sight. (When using RTX)
I've got no clue
To be clear, we're not trying to Disable the Security monitors, we've already done, and are able to do that, we still want to have them function in the game. This is largely due to massive important points in the game's history and the gameplay and story that use them, 106's chamber with the Femur Breaker, the Intro with the semi-tutorial for the game. removing all the monitors just because they don't work would definitely change the game for the worst. So we'd like to keep them in displaying what they do. The tricky bit is getting it to work in RTX.
Ideally... The best solution would be lines of code that can implement Render Target Textures for the Security Cams. I've made a short mockup video of what we're hoping to achieve as a end result with the monitors, pretending that this video shows a live feed instead. ||(This video actually shows BlitzMovie playing a AVI video of what the camera would see, our current working solution if no fix is found. Keep in mind, this route means; No Live feed.)||
The Lines of Code
These are the lines of code that update the security monitors, there's other important areas of code to be mentioned, where the sprite is created, where the texture is created, the type of the texture; ScreenTexs[sc\ScrTexture]
But generally, these 9 lines of code are the most important to the issue.
Function UpdateSecurityCams()
Seen in MapSystems.bb
My Current "Solution"
As I mentioned; in the end we're currently coding in BlitzMovie videos that will switch between when events change instead of a live feed for the monitors
This process requires recording sc\Cam Footage as seen from the cameras, before, this was done by disabling fog and the hud and recording it directly from the monitors. But now we're using a custom .exe that can switch the player's view to the current sc\cam. It works great in Vanilla without RTX and looks like this.
The problem with this approach as you can probably realize, is that the security monitors will no longer be Live footage of what's happening, which "works" but obviously isn't great... but it's the only thing we've gotten working short of disabling them entirely.
So, Now it's up to you 
I've tried just about everything I could think of trying myself, from FastExt and older versions of B3D, to compiling my own version of B3D, and everything inbetween with modding the game. But I am by no means a professional or good Modder or coder, I mainly work on artistic elements and merely taught myself B3D as means to an end to make the RTX Remaster, So.. after months of trying and failing attempts of getting these monitors to work; I'm opening it up to you. anyone who wants to give it a try, Pro or not. any one person, or whoever collectively helps in the progress of making it work.. as said before, will At the very least get their name put into the credits of the game and on Steam.
I do appreciate any help or efforts anyone decides to try or put towards this.. even the developers :)
...OK now I can explain
I'm posting All of that^ to as many relevant discord servers I can to seek help for fixing the monitors
right now I've only sent it to TSS, but I will send it to more places too
But I want to also post here
Join and chat with us on the Nvidia Discord if you think you have a solution! 
Alrighty
holy moly
an absolutely incredible day for textures
message has been spread
IKR
so happy about it
ive got one more
and I'm gonna continue remastering tonight
chad named jimmy pops outta nowwhere and dumps all the texture sources
circut.jpg found, I got it from just searching, it's apparently somewhere in here https://www.indiamart.com/proddetail/circuit-design-service-18894969997.html
but if you actually look at the bottom left of the image you can see a copyright, and it tells you to go to mayang.com/textures/
when I typed this in I get nothing, but on the wayback machine it redirects you to clicked.page/textures which seems to be heavily archived. https://web.archive.org/web/20250531030609/https://clicked.page/textures/
there is also this, maybe other containment breach textures could be in here
https://archive.org/download/mayang-free-textures
I forwarded the message to UER, UERM, TSS, and Undertow Games.
basically wherever there's B3D SCP:CB modders
hopefully you get a good response
ME TOO
I'm not joking when I say.. I've been trying to figure this crap out since like.. what? march?
day and night, its been utter insanity
I'd very much like to move onto more important things such as remastering textures or lighting rooms
so thats why I've been quiet the last week or so.. I was writting, recording, editing, and formatting this
Guys..
I just noticed something
Middle Left
there's graffiti that says something
oh I wonder..
I wonder if that happens to be the artist's handle.. like whoever made the texture
I think I might have another possible lead
I wondered if maybe all the textures of 087-B were apart of the same texture pack
So I went searching, and I managed to find the original photo of the door used in 087-B
walls : Wall textures can often be used as floors as well. Tiles, bricks, panels.
So here is something interesting, the pack from the mayang free textures actually does have some Containment Breach textures in it. For example this image here is the same texture on the ceiling.jpg image.
notice this thing here, it's the same
Yeah we have the Photoshop file for the texture from Vain Brain too
but I suppose, yeah thats the image they used to make it
I does confirm there are other textures here though, so I will keep looking
I'm gonna download the pack now and look at it though
granted, it looks to be 8GB so might be a bit
theres a archive of it
Yeah looks sorta promising
apparently the free texture collection was most active between 2007-2012 and is now partially lost media
which perfectly lines up with SCP-087-B and CB's early development
Well.. I definitely found where Regalis got it from
he didn't get it from a texture pack
it comes packed as default textures in 3D world studio
which he used to make the rooms for his games
It's been four years since the release of the first alpha version of SCP - Containment Breach, so I decided to make a little montage of the progress of the game. A big thank you to everyone who's played the game during the years, all the people who've helped with the development and everyone else who's been following and supporting the project!
...
3D Studio World 5.6 it looks like
that being said, I'd still like to find the original if I can.. but this is turning more into Mario 64 Texture Archeology 😂
might be really really hard to find
oh man
Vain Brain got back to me too
I asked him about the UI elements just now
but he was replying to the monitor issue, apperently he's seen it before in non-RTX and says he'll have to remember what caused it or how it was fixed
great
Might actually be 5.52 of 3D studio world
also, he says he didn't make the emoji nor make the UI elements for CB so hes not sure, he said he might reach out to who did make the emoji
but probably not useful for finding sources
Finished downloading both 3D Studio World 5.52 and Mayang free textures archive
extracting both now, and we'll see what I can find
So far I was only able to find that one image from mayang and I looked through quite a lot of them.
Yeah nothing..
darn
lemme check 3D world studio tho
Reddit said the archive was incomplete anyhow so
Well found out why my PC has been running like Poo
had 4 .exes of CB tests running in the background that refused to closed lmao
probably two of them being RTX lol
I've got no idea where to get 3d world studio, I think I'm going to stop now and I'll be back tomorrow, goodluck!
I was wrong, they used 5.6 it looks like
https://www.leadwerks.com/files/3DWorldStudio5.6.exe Wayback machine
oh thanks, I'll get it when I wake up
Could go ham with fun lights then
This needs pin
It's split into two messages but that should be good
Also that was fast af
Kim actually a bot?
yes
👀 i see all
😱
i'm guessing one of these people made it, but im not sure how to reach any of them lol
Most definitely KyoteeWilliams
Although if it was in the game since v0.3; it’s possible Joonas made it himself prior to getting more people on board
Alright now I'm not sure
looking through the versions changelogs, someone named Brokami made updated ones, that were used in 1.3.2
• Updated HUD elements (by Brokami).
I was able to find this page on Undertow Forums where Omniary posted assets that could be used, including Brokami's updated UI elements, but they look like this
To make matters more confusing, in v1.3.3's changelog, there's this
• Updated hand icon when picking up items.
futhermore, if you look at Markipliers videos, the Hud always looks the same between versions 0.5-1.0 only changing in what looks like pre 0.5. at least to my eyes
except the pre-0.5 one is the exact same just blue and yellow
So.. here's what I'm gonna do
I actually have a backup of all SCP versions, I'm gonna extract them, and take a look myself lmao
ok apperently I'm missing some of the versions, and seeing as I want to archive and now have 4TB extra, I'm gonna get the versions I'm missing first!
here ya go lol https://archive.org/details/scp-containment-breach-archive
what if one of them had the secrets to the universe 😭
maybe once I fully get settled into archiving I can look for them 
I mean hey, probably just as hard to find as some of the images we found
like d-9341's face the devs were trying to hide
and I still found that shit
079's face people have been looking for for 7 Years, and I found that too
so.. maybe
Tell me i'm a data collector hoarder 😛
i can't tell you that because erm actually you're missing v1.3.11
nah I have that, although rn I'm downloadin an archive someone else made that has them all rather than downloading them one by one like I have here
more consistent, plus they put in the effort of recompressing it all to .zip like how they were at release rather than .rar
8GB
another day anothe 8GB file lmao
Me going through my SCP:CB versions to see when Hand UI elements were changed:
not sure how important these are but some original images from miscsigns3.
https://www.etsy.com/listing/1626117319/prank-fake-wall-outlet-sticker
https://www.pngwing.com/uk/free-png-nbbni/download
https://pxhere.com/en/photo/683410
pizza day
That's a pretty dope find
Tuna casserole on the other hand is a disgusting abomination that deserves to be locked up in here with the rest of these freaks.
agreed
We still gotta find this spreadsheet thingy
btw I'm pretty sure the font used on the pizza day poster is Year supply of fairy cakes
pretty much everything else was found
i have a zip of it
i love you
platonically
what would i do without the pizza icon being sourced
Started recreating the signs PSD to 4K
the pizza was actually the perfect sizing for a 4K texture, being slightly larger
we could make our own and fill it with a bunch of easter eggs, might be fun.
I was tempted to, and actually
In some places we are
But I couldn't think of anything clever to fill in the spreadsheet with
if you can think of anything witty or funny that looks the part, fill your boots
I imagine most of it would be normal with some small things sprinkled in, I can try.
what resolution does it need to be
for the screen.. I actually have it 90% done already in a file, I forget resolution it was done at, likely 2K, if not 4K
4K is only really reserved for bigger textures, like textures that are plastered around the map
walls, decals, signs
everything else should be able to get away with 2K
this was chosen because the highest possible resolution the game can be played at is 3840x2160, so if it doesn't fill more than half of the player's screen, it doesn't need to be 4K
there is one texture I remastered to 8K 😛
and its probably gonna be the only one of its kind
You must think I'm joking but I'm not
8K, Non-Destructive PSB Photoshop file, just under 4GB in size alone
opening it idles about 3-5GB in memory
and most of the textures had to be sourced to at a minimum of 4K and then upscaled to as high as 16K
wow
Lotta work went into that
when I look at these textures I feel like I'm opening my eyes for the first time.
I know its like seeing the game for the first time again its surreal
the best has to be D9341's face, we've never seen it this High resolution before
so handsome
Also these, these are so trippy to see in their full resolution
I didn't find them tho
Oh yeah!
@sly badge I got a challenge for ya
sure, what is it?
papertexture.jpg is the game files is normally 256x256px which would make the text nearly impossible to read or figure out what it is
but.. a while back, I found a higher resolution one by one of the devs, Omniary which spans 512x512px
oh yea that
the challenge, is to find out what document (if any) it is
or, at least what it says
I think all the data is there to unblur it, if you look closley you can even kind of read that it says Special containment procedures at the stop. I remember seeing a corridor crew video where they talk about how to unblur photos like this, but I'm not sure if it's the same thing actually.
I think I remember that actaully
Im a huge corridor digital fan you have no idea lol
I'll see if I can find the video
I can make out some of the text, 02 clearence, Euclid, 173. but it's not 173's document
i know what video it is im pretty sure
I haven't really been looking that extensively for it, hense why you might have better luck
Theres also a CD video on de-blurring if I remembeer
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CD /
• Intro - https://youtu.be/R4sF0MT1TGM
• Aspect Ratio - https://youtu.be/g5ZgUIobSj0
• Frame Rate - https://youtu.be/DyqjTZHRdRs
•...
thats for pixelated moving videos I'm pretty sure, I don't think that would work
prob this one
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yes
talks about license plates
at the end at 18:48
I'm going to work on this table chart first and I'll try that later.
Sounds perfect excited to see it, I can add it to the other pieces and finish the texture if you happen to finish that
Yeah this is what I got so far, but it was done in Paint.net so I want to transfer it over to a non-destructive PSD Photoshop File
found the grunge texture thingy used in the UI elements and signs
gonna see if I can obtain it without spending money tho lol
damn theres really no like "Free Stutterstock downloader" thingy for full resolution
It thought the internet might've been crafty enough but nah
Ugh what a pain in the ass
so I had $45 left in my PayPal which I used for the 3D.sk photos in the past, So I decided to dip into that to get a monthly subscription for shutterstock at least for this month, didn't see any other way
so I should have 9 more images so if theres any more that come from shutterstock that we need in full resolution that are really important.. lemme know
I decided to get it for this one alone after hours of looking because honestly... this texture is massively important, its used in every sign and UI element
3802 x 4700 px
So now I can continue on with remastering the signs
ok 8 credits, I decided to get the vent texture as well for archiving
3000 x 3000px
might have to remaster the texture anyhow to get it in a PSD
@blissful pilot can you make this a feature 🥺
please i beg you it would improve the gameplay experience
lol it would be pretty difficult
I could add the middle finger though
once again as a console command
maybe fuck you enables the different icon
highest quality I've found so far for this one
gonna keep looking though
this one is actually
i think this sign specifically would be really easy to recreate
so if you need a higher resolution one i can make one rq
Well yeah its easy to recreate still wanted to try finding it
here's what I found
This is the largest, comes from.. arabic website I think?
and besides that, theres this one which is clearer and a bigger image, but its a photo of a sign, its also the oldest, dating 2010
its the only image predating the game
so I'm guessing that this sign was a thing that was commonly sold as a novelty item at some point
sorta like those comedic popcorn buckets
these ones
but yeah.. probably best to recreate it
alr gimme a minute
what resolution do you want it at btw?
like 2K?
Yea 2K should be find
also
I already separated the two colors if it helps
not perfectly, and at the same 400px resolution but
basically remake these assets as like this at a higher resolution if you do
because then I can combine them into a non-destructive PSD
although, you might want to fill in the spots that the red would've blocked out on the cameras
would you be fine if i made them in Affinity?
sorry its just faster since photoshop crashes my PC lmao
I've basically already made it lol
I was gonna race ya
but I guess you were right
it was so trivially easy
oh i was waiting for you to get back to me 😂
i think yours is gonna end up looking better than mine lol
Finished cleaning up the vector graphics just still same resolution
should be able to upscale, remake it, and clean it up though
pretty sure the font is the same as what they used for all other signs too
Impact Regular
could you save this as an .svg?
are u done with the whole image btw
For now, obviously there’s still work that needs to be done with it; it’s still only 400px but the pixels are sharp and have max opacity so it should be easier for any AI upscaling tool to recreate it; then from there you can recreate it pretty easily
I just wanted to get the basic line work done first
Although if you wanted to recreate it at a higher resolution using what I’ve made here; fill your boots
I’m gonna take a break for a bit to eat
I’m pretty sure illustrator has an automatic thing to turn a raster image into a vector too.. so if you AI upscale it, and then do that, tiny bit of cleanup it should yield a perfect result with minimal effort
also, i don't believe its Impact Regular, because you can see with the Q its different
i've been trying to find it :P
I didn’t compare it
So if you wanted to find out the font too, that also helps 
I just assumed it was impact because it looked similar to the text in the PSD
So after figuring out how Microsoft excel works, and scaling this to look pretty close. Here is the custom chart I made. I decided to make it about what's being served in the cafeteria since this appears next to the pizza day poster. However if you don't like what it says, I'm also providing a link to the chart which you should be able to edit it any way you like. I also am leaving it uncropped so you can edit the size a little easier.
https://1drv.ms/x/c/63766c10010fb5b9/EbFNSg54Ay9KvQlSdFCBRxwBJfMgADgs9H-MvF3N47Pbdw?e=bn3xaJ
and for comparison
I honestly didn't know what to put so a lot of the text is just filler to make it longer.
ooooo cool
where
lmao
keep it honestly
then just go into photoshop and draw it out with a black marker :)
would still like to keep the original look but ill make both versions
amazing 😭
truly amazing work
I'm pretty sure it's duplicated like 4 times so the spelling mistake and sharpie would look kinda weird.
o
I can add to it too to make it less "filler-y"
still have the spreadsheet too?
yea that's what I prefer. I made it just mainly for looks
its in room4info
there is a link in my reply
here
I like it,because it touches on both the pizza day thing, as well as the conversation that exists ingame where these guards somehow know the food schedule despite being far from entrance
it feels like thought was put into it so I approve
there might be one thing I'll change which I'll explain when/if I do
its just that the title looks to have (LCZ) in it, so I might try to add it in for coherence
otherwise great job looks amazing 
I wish I got closer to finishing the signs lol
took forever just typing stuff in
This is what I have done so far
plus halfway through this
paying for Shutterstock really brought the details out on that overlay texture eh?
looks super crisp
this is what I have left to do for reference
most of it is just font scaling
plus the camera sign
the camera sign without the cameras is reused here too
hence why I started with this one^
plus we have a PSD from Vain Brain that breaks down the signs layer by layer for the first, but not the second
so most if not all the signs in the second one will have to be remade
which shouldn't be too hard to do once the first is done in a Non-Destructive PSD
used ai to de-blur it, i'm sure there was a better way, and I know there is an ai that costs money that un smears images. But with this you can clearly see it's just scp 173's document copy and pasted over and over.
This is exactly what the blurred portions say
clearance level 2
item# SCP-173
Object Class Euclid
Special Containment Procedures
Origin is as of yet unknown. It is constructed from concrete and rebar with traces of Krylon brand spray paint. SCP-173 is animate and extremely hostile. The object cannot move while within a direct line of sight. Line of sight must not be broken at any time with SCP-173. Personnel assigned to enter container are instructed to alert one another before blinking. Object is reported to attack by snapping the neck at the base of the skull, or by strangulation. In the event of an attack, personnel are to observe Class 4 hazardous object containment procedures.
Description
Origin is as of yet unknown. It is constructed from concrete and rebar with traces of Krylon brand spray paint. SCP-173 is animate and extremely hostile. The object cannot move while within a direct line of sight. Line of sight must not be broken at any time with SCP-173. Personnel assigned to enter container are instructed to alert one another before blinking. Object is reported to attack by snapping the neck at the base of the skull, or by strangulation. In the event of an attack, personnel are to observe Class 4 hazardous object containment procedures.
so with that you can remake the document, and then blur the text but this time in 2k 😎
oo lala
good work
to me it kind of looks like a slightly squished Fakt https://www.whatfontis.com/OTH_Fakt-SemiCondensed-Bold.font?text=THEUSE0FCAMERASORVIDEOEQUIPMENTISPROHIBITED
Lemme give it a try
I haven't had any luck in finding anything so far
Nah doesn't line up
until we do find one though
I remade it here pretty well
So here's the full sign without the filters
Crisp 
oooooo sexy
It's finally done
So now, whenever I get to it, I can start working on the other four
I’m not sure if you’re trying to say that’s big or small lol
Keep in mind, it’s 4K, and Non-Destructive. 118MB is awesome for size considering that
well my internet is downloading at 200KB rn
Yikes
so i'd say its pretty darn big to me
Mines also crap though
disable all of the layers and the file size will be a lot smaller
like usually ~45% smaller
Is that really how it works??
what the bullshite
Das insane
Can you disable just the groups instead?
you need to hide all layers
Darn
It’s a good tip for the bigger ones though
had to do this all the time in HS to save space on my little 4 GB flash drive lol
oh my god is this real
Gate C??? It’s. Reall???
gate C-Z were always real
Probably “fuck adobe”
Or “fuck inward” for making such massive non-destructive photoshop files 😅
yeah fuck you inward
kim ban this guy hes too good
do something coach
he said hes gonna pirate every steam game 😱
he also said hes not gonna use common sense
and also talk about leaked games
and also distribute Portal RTX files
and also assert his opinions as fact
Hey steam games are the one thing I don’t pirate, lmao
THIS GUY JUST SAID HE SAILS THE HIGH SEAS
I’ve actually only distributed one, and it was the pillow companion cube mesh
Because it looked cool
lmao
You’re human? You have an objective construct of thought in which you base your opinion of fof?
-Banned, cancelled get outta here
Lmao
kims gonna ban us 😨

found the wood texture on this website again https://www.sketchuptextureclub.com/textures/architecture/wood/fine-wood/dark-wood/dark-fine-wood-texture-04226
1000x1000, which is actually smaller than the original. But if you pay you can get a 2048x2048 along with maps
btw, forestfloor.jpg has an entire watermark in it. It's really hard to read though, but it's in this strip here.
no clue what it says
its all over the texture actually, look for yourself
Found forestfloor.jpg here https://www.bigstockphoto.com/ru/image-7888411/stock-photo-forest-floor
the banner at the bottom does not cover it up at all, forest floor.jpg is pretty edited, it will take a while to edit it accurately I imagine.
btw the same hard to see watermarking is here too.
here is a reference
kinda hard to see but just look at a stick and then click kinda fast and you'll see it move up and down
and here is forestpath.jpg https://seamless-pixels.blogspot.com/p/free-seamless-ground-textures.html
same website we got the concrete from, I also found this path image on that sketch club place too, sketchuptextureclub seems to like to take images from this website, like the concrete and now this image.I wonder how many other textures from CB are on this blog.
1600x1600 btw
Found tree1.jpg which I'm pretty sure is used as the texture for the 860 trees, but unfortunately the highest resolution I could find it in was 600x600 from here https://www.pinterest.com/pin/567664728008428499/
everywhere I looked the highest it could go was 600x600 which makes me believe this is the largest it can get.
for testingdoor I was able to find the wooden texture used on the door from here. It's reversed, but this definitely is it. It is 714x1080, highest I could find.
https://www.turbosquid.com/3d-models/cabinet-antique-3d-model-1482505
the rest of the texture just looks like it was painted or something, so you could probably come up with some of your own stuff to make it look more HD.
just looked at this website again, and I noticed that if you pay, its resolution goes up to 4288 x 2848
I just needed a reason to source these images, this project has been really fun, I'm happy I could help👍
Also yea, it looks like the bodies for the NPCs have the same thing and I can recreate those parts myself if need be it’s not an issue
I was the same way before I got onto RTX, I always wanted a good enough incentive or reason to remaster this game I love so dearly, but there never really was, there was a hundred dozen mods and just making another didn’t mean much, being able to archive all this, document the finding, and then bring the game to more modern standards while keeping the charm… 100% worth it for me
exactly, I feel the same way
Someone called me a masochist in another channel for wanting to go through the effort of remastering and adding RTX to this ancient game.. and I mean; yeah? I guess, it’s painful sometimes, sometimes it pushes me to my absolute limits of what I can and cannot do or want to do, but at the same time.. to me the ends justify the means. It’s all worth it because it provides me with a chance for this game to give people that feeling they probably haven’t had since they started playing it over a decade ago
I’ve worked on lots of big project but never one this ambitious, then again, this is probably the most I’ve accomplished or done for a project too
Anyhow, yeah I’m really glad for your efforts, and all the collective efforts put into this remaster, it makes my day every time I see something new that’s found or made for it
On a side note, once I’m done remastering the signs, I’ll probably remaster the Dirtymetal texture, I think there’s like 5 different textures that use that and can be easily made at this point
Especially because you found the gears for the 914 one
Is there somewhere this is all being archived? like the links and stuff, I'm pretty sure some of these are the original sources. It would be good to have a place to keep track of those so we don't lose them.
Yeah that’s the other thing on my to-do list. Right now I have a Google drive for the archive. It works well, and I have about 100GB to work with, but the problem is I’m out of cloud storage, at the time of me starting to archive stuff it was used up by personal stuff too, Google photos, emails, personal files, I’ve gone through all of it except the remainder of my Google photos.
so in the long term; I gotta go through that and clear up more space for this archive, but in the short term.. what I want to do is download what I currently have on the drive and create an offline version of the archive just to organize as we go, then periodically as I clear more space update the one on the Google drive
Once it’s all said and done, like every if not almost every texture is found, I’ll take that full folder of the archive and possibly archive it in other more permanent places
That’s the plan anyhow
If you wanted to check out what exists on the archive so far
The Inward SCP Archive
neato
I’m not just archiving SCP:CB stuff too
But things related to the wiki as well
I’m actually apart of an ongoing search with some of the same people who worked on searching for the backrooms photo to find the SCP-106 photo, which possibly could be lost media
Assuming that gets found, that will also be archived
that will be one of the craziest days ever if that image ever gets found
I know, I’d love to see it
In the meantime though, especially because it’s probably a painting; I have the next best thing for the remaster
Because the source image for 106 is most likely from a painting, a friend of mine used a specific AI model to recreate something more... real looking because even if we had the highest resolution image of it, if its a painting; it would still look like a painting. and this is an example of how it can be used for Textures
This is one of the 895 pics remastered to 2K using this more realistic looking AI version
cool
I wonder what is on it though, it looks like white dust was sprinkled on it. There are so many confusing things about this image once you look into it.
The weirdest thing is that it’s not digitally created
It’s a photograph
We know when it was taken and when it was likely uploaded to the internet give or take
interesting
Nothing is for certain of course
But its from the metadata of the image
Which, is unlikely that someone would’ve modified in 2004 of all time lol
But yeah 2004 is when it was taken, with a Samsung handheld camera or camcorder
Oh yeah and it was cropped in 2006
I think I'll go to sleep now, tomorrow I'll try and find more images. Good luck to whatever you are currently working on, and goodnight.
One of the people here found a archived 4chan thread that predates the document on the wiki too @stark lotus probably the coolest thing found so far on the search
With that, I’ll let you get some shut eye 
yooooooo
rotate it and squish it
This image is very interesting, not 100% for certain but it really looks like light1.jpg without the shining effect https://www.rusel-group.ru/product/loft-it-10319-a-black/ https://media.discordapp.net/attachments/1002772457138163763/1387778445412405328/jgq9m99x4wmq9lnena16ccwfpyh19i3b.jpg?ex=685e94e5&is=685d4365&hm=bc7a08e909b2136e2fbc164e58e002b2b238835c2d9572780fdadb9f5d21fa3b&=&format=webp
decal2.png https://depositphotos.com/vector/distressed-overlay-texture-of-cracked-concrete-176630582.html
for archival reasons, even though this isn't technically in the game. decal19 and what I assume is it's creator https://www.deviantart.com/simoonmurray/art/Ice-Texture-01-153455883
big image of key2
I think this image could work as a good substitute for card.jpg https://images-ext-1.discordapp.net/external/R4Hsq2DXptL2oEJrPV9I-KNyKa0mwVsVcvhyrh0_3E8/%3Fid%3D57a9cfd06e33a0f83c1d4f924ca3fc81_l-9123766-images-thumbs%26ref%3Drim%26n%3D13%26w%3D1024%26h%3D1024/https/avatars.mds.yandex.net/i?format=webp&width=960&height=960
Back at it again I see
