#4K texture pack (W.I.P)

1 messages · Page 1 of 1 (latest)

buoyant parrot
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My idea is to use Stable Diffusion to upscale A3 textures into 4096x, and use Materializer to create new normal maps and Specular maps.
There is some problems in this first batch (one specular map has broken another texture somehow, and there is visible seams on some textures).
But overhall, i think this looks promissing.

dense mural
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Stalker 2? 👏

brazen schooner
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Amazing stuff i wonder how its gonna run, and i wonder will you do support for some other popular mods like cup or jbad, cuz rhsterracore already have great textures

buoyant parrot
brazen schooner
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Ye for sure

buoyant parrot
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But, if someone would be interested into making new textures on their own, i can share the detailed workflow of how i'm doing it.
It's not really hard, altrought demands some time.

buoyant parrot
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quick comparison between the upscaled and original.
What do you guys think?

brazen schooner
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Awesome man

buoyant parrot
brazen schooner
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Damn son

buoyant parrot
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so, today i spent some time on upscaling the satmap from stratis and altis.

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while stratis has gotten some small improvements, it's barely noticeable.
while for Altis...

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i guess i will need to train my own upscaler.

earnest cosmos
buoyant parrot
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i still have the files, just didn't worked on it for some time (i guess i got lazy).
I actually got so far to actually upscale all the textures of one of the folders, but the result's weren't good on some of them (and the process is time consuming)
Since recently a new, more optimized WebUI for Stable Diffusion released, as well as a new upscaler, i guess i will restart the work on it.

buoyant parrot
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hello there.
i haven't really touched this project for quite some time, and i don't think i will work on it anytime soon.
But, if someone would like to try putting the files i already upscaled into the game, i uploaded them on media fire, they are already converted to .paa, so it's really the configs to make the replacement work.
I upscaled all the diffuse and normal textures of the structures_f_data folder (the quality may very between textures though).
I also upscaled the satmap of stratis and altis.
https://www.mediafire.com/file/1o9sk3h2z68tc0a/stratis+satmap+upscale.zip/file
https://www.mediafire.com/file/uljtuqebr6cbp9s/altis+satmap+upscaled.zip/file
https://www.mediafire.com/file/u9agqr1liole4tj/structures_f_data+upscaled+textures.zip/file

dire token
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I wish I knew how

buoyant parrot
# dire token I wish I knew how

i found out how to properly overwrite the textures.
but right now i'm working on other projets, but i have plans to come back on this in the near future.

steady zinc
buoyant parrot
# steady zinc Would love to know the workflow. I have substance designer and painter. I feel l...

There's basically two workflows:
The simple upscaler one, you just use a commom upscaler model to upscale the texture. It's the fastest one, but it won't actually add new details to the texture (it works fine with textures that are already very detailed though).
And the slow way would to be creative upscaling.
You would need to put a custom prompt for each texture on the AI WebUI of your choice, and use a ControlNet Tile to keep the overhaul shape of the texture, while the AI would go on upscaling and adding new details to the texture (that's how i was doing it, and to be fair, i think i got more bad results with this than with the simple one, because there is a lack of good AI models focused on textures).
Since then, there is some new upscaler methods, but i'm not too familiar with them, a free one is SUPIR, while there is a paid one called Magnific AI.
No idea how well those would work with enhancing textures.

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For creating normals, displacement maps, and specular ones, well, there isn't a easy way really.
I was using Materialize to do everything manually.

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When i get back on this project, i'm planning to use the following WebUi, called ChaiNNer, since it focuses on upscaling (and has really good batch options, it's even possible to put each texture on the right channel RGBA channel on the fly)
https://chainner.app/
For upscaler models, i'm having a look on this package currently: https://github.com/Kim2091/PBRify_Remix
It has a 4x upscaler for textures, and a 1x upscaler to automatically create normal, height, and roughness maps. (from my small tests, the only thing bad on it, is the height, because it's actual height, not a displacement map).

steady zinc
buoyant parrot
# steady zinc im looking more into creating new textures from scratch. really i need to know w...

i'm not sure if i understood.
But the way to create textures using AI, would be to download a WebUI (i recommend Automatic 1111), and using a model (SDXL base work's fine for this).
Them just prompting something like:
"grass texture", "stone and gravel texture".
This should give you a diffuse texture. (on the settings of the WebUI, there is a option to generate tiling images).
All you need after this is to convert your textures from PNG to PAA to use them in-game.

steady zinc
buoyant parrot
# steady zinc as far as creating the textures i have industry standard software that is used t...

We can't have access to the arma 3 3d models as they are binarized.
For the texture locations: for most structures like houses, they are located on:
Arma 3\Addons\structures_f_data.pbo
for converting single textures from .paa to png, or png to .paa, you can use TexVie2 on Arma 3 Tools on steam.
For batch conversion, i use this: https://github.com/Valaked/mass_paa_converter

GitHub

Some .bat files to mass convert paa to png and png to paa - Valaked/mass_paa_converter

steady zinc
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for example. this is a concrete texture i made from scratch using substance designer and the node based system it uses to create textures. base color / normals / metallic / roughness / opacity / ambient occlusion / height.

buoyant parrot
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I know it's possible to create a P drive that will have all the files already out of PBO and converted to png, etc, but i don't know how to do this.

steady zinc
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ill give it a shot. thanks.