sure, as long as it's non profit and i'm credited for the textures you used, no problems. please link to it when it's done too, i'm interested in checking it out :)
Sure! project it's currently done, but with that i can give a cool update https://www.doomworld.com/forum/topic/113928-rogue-rebel-tc-release/?tab=comments#comment-2119485
I left some edits and a follow up in the Bug topic that I made and I am pretty sure that you can set it as solved or sorted now, hahaha. Given my preference for not installing unnecessary mod bloat and keeping to my NVMe SSD, I both technically took a harder path to correctly and stably using your mod but I also DID cut down on the necessities.
The issue this entire time was that I didn't have any emission textures and you didn't mention anything about that. Because your process involves using that "Remastering" mod and overwriting the lionshare of that Neural Texture pack. I've been using the barebones of your work with the cleanest and most up to date version of OpenJKDF2.
I can't say that I regret doing things the way I did because simply extracting the latest OpenJKDF2 into the official Steam install folder, making the jkgm - materials - Vurt's JK-DF2 Extreme Definition Texture Pack directly inside the Steam install instead, and starting up is far more preferable. That "Remastered" collection is quite regressive and out-of-date, causing me extra troubles even for testing purposes.
So, for anyone else with the same preference? Install DF2 to preferred secondary drive, grab the latest OpenJKDF2 and extract it to where you installed DF2, create jkgm folder inside, then materials folder inside of that, inside of that folder proceed to copy over the the extracted Vurt folder WITH the Neural Texture's metadata.json and emissive texture files inside of it too. Golden.
At least until you wow again with your own emission texture's, Vurt.
The mod is for use with Jedi Knight Remastered 3.2 file - Mod DB this is on the main page since the start :) i don't know enough about the other stuff that enhances the game, like models and Emission textures (no idea what it does apart from i guess doing something for the lighting, or how you make them). So for me it was the easiest to build on top of that mod. so all anyone needs to do is to install that mod and extract my textures into its texture folder, done.
Pretty sure OpenJKDF2 doesn't come with any kind of assets. I have no idea exactly how JKDF2 Remastered works, what edits it does for the game to read the provided new .png's for example, or how to make material / emission textures. It really cuts down on time for me to not have to research all that and just concentrate on fixing the textures. I'm super non-technical...
and you are right the remaster got out of date just now (like yesterday) i get a pop-up that says OpenJKDF2 got an update, maybe the Remaster file will get updated too eventually.
The Remastering mod includes the emission textures (the actual light) from the Neural Texture pack by default, but your mod does not, thus without those, you just get very clean and improved light sockets with no light 😂. However, the quality rears its head once more. In time, I honestly think you'll impress us even more with your own light texture work than your latest update has already done for me with the lighting simply being functional alongside it now.
Your work can be used with that "Remastered" collection but it isn't a requirement. My install doesn't even require going into the User - Roaming section, it's self-contained. All that is needed for the complete experience is the metadata.json file and the emissive textures packed within an extracted Vurt folder within the jkgm -> materials -> Vurt folder structure. I actually tried using the "Remastered" collection of mods and I proceeded to have new graphical issues and even worse default options, and, ironically, still no lights lol it wasn't until I manually merged only the necessities together that I sorted it.
Well, after nearly tearing my hair out over the last hour or so, I got it installed correctly and the very reason I wanted to try it out still stands: this largely puts its lazy competition to shame. In the beginning, I thought that the machine-learning upscaling would be a boon to the graphical side of the modding scene.. and it can help and sometimes lucks out on a scene or two or texture or two.. however, far too many wannabes or lazy creators just slap it through an upscaler and modding communities can be either too desperate for an improvement or too nice to say "Try harder, this is slop."
Bravo, seriously. It isn't without its faults and some revisions & community feedback from more than just myself will be necessary to strike a balance on some areas that I agree with you on the work being almost too good and thus sticking out too much (or straying from the original feel too much). Also the sharpness and shininess can stick out a bit beyond better texture clarity when pulling Kyle's view back. But that doesn't negate that THIS is proper graphical modding work. Be proud of yourself.
Also, while it might be different for others? I ultimately couldn't even use this mod in the "traditional" manner or required path. I ended up on a whim creating a jkgm - materials folder and subfolder directly within my OpenJKDF2 Dark Forces II Steam install folder on my NVMe game drive. I still had to grab the the metadata file from the Neural Pack separately, but after editing the inner description and file name to closer match your work? I just plopped it into the extracted Vurt folder and copied it over to the materials folder. No need for it to be called jknup.
Thanks! Yeah, games doesn't need to look bad anymore. No one has any excuse other than laziness. The mod was made in 20 days.. I've done large graphical overhauls before (not upscaling, i don't do such mods) - and.. well, 20 days is pretty quick for 620 textures. if a studio releases a so called remaster of an old game and the textures still looks like garbage, it's a rather lazy release.
For me the installation went pretty smooth, and yes the folder can be called anything it seems.
I might add a youtube tutorial to the front page, because i remember there being one.
I just figured that I would bring up my installation woes and solution on the off-chance you might want to test it out yourself — or anyone else — to trim any potential install fat (if only to spare fewer "Have you tried turning it off/on again"-level of user questions) It could also just be a secondary game drive installation quirk.
You're welcome. I dare say that, in its current state, it should already be in PCGamingWiki's "Essential Improvements" section for Dark Forces II.
Looking at youChrono Cross: The Radical Dreamers Edition and FFVIII Remastered
I think, thats being harsh on other modders. This looks extremely high quality for a fan project. And 600 textures in 20 days, at this quality, from scratch. Its incredible. Was this hand painted? There has to be some automation. Maybe a huge repository of art assets to use. What was the work process here? If no upscalers were used, what was the softwere used? What was the work process here? Im genuinely curious/ flabbergasted, cause i could never do anything like that, in that short of time frame.
Anyway, your stuff has always been awesome. And i could only hope for something like this for Morrowind/Kotor.
To 90% it uses the original textures as a base, then AI (Stable Diffusion) is used to fix it, basically. But i am doing edits in photoshop too to fix stuff. I have my own AI model for Stable Diffusion which i've fine tuned since almost a year back on similar looking textures in high resolution (for use with any sci-fi game basically) so that the AI knows what to do if i give it a wall texture or a floor texture, that's the quick version of it. I can't automate it fully, well partially i can, but then i also have to regenerate a few times until a texture comes up in a way that i think looks good.
I haven't even finished actually playing through Dark Forces yet (with The Force Engine) and I can't stop skipping through levels to test and check different areas on OpenJKDF2.
EDIT: The rest of this post is no longer relevant.
Great! Maybe those textures have transparency, that's my only guess. Will take a while to find which ones those textures are for sure lol... The last one, i'm not even sure my mod touches that one. But they could have messed it up for the remaster and forgotten about the transparency.
The issue could also just be with OpenJKDF2, something with its engine or how they have set (or didn't set) the textures in some file.
27 comments
https://www.doomworld.com/forum/topic/113928-rogue-rebel-tc-release/?tab=comments#comment-2119485
The issue this entire time was that I didn't have any emission textures and you didn't mention anything about that. Because your process involves using that "Remastering" mod and overwriting the lionshare of that Neural Texture pack. I've been using the barebones of your work with the cleanest and most up to date version of OpenJKDF2.
I can't say that I regret doing things the way I did because simply extracting the latest OpenJKDF2 into the official Steam install folder, making the jkgm - materials - Vurt's JK-DF2 Extreme Definition Texture Pack directly inside the Steam install instead, and starting up is far more preferable. That "Remastered" collection is quite regressive and out-of-date, causing me extra troubles even for testing purposes.
So, for anyone else with the same preference?
Install DF2 to preferred secondary drive, grab the latest OpenJKDF2 and extract it to where you installed DF2, create jkgm folder inside, then materials folder inside of that, inside of that folder proceed to copy over the the extracted Vurt folder WITH the Neural Texture's metadata.json and emissive texture files inside of it too. Golden.
At least until you wow again with your own emission texture's, Vurt.
i don't know enough about the other stuff that enhances the game, like models and Emission textures (no idea what it does apart from i guess doing something for the lighting, or how you make them). So for me it was the easiest to build on top of that mod. so all anyone needs to do is to install that mod and extract my textures into its texture folder, done.
Pretty sure OpenJKDF2 doesn't come with any kind of assets. I have no idea exactly how JKDF2 Remastered works, what edits it does for the game to read the provided new .png's for example, or how to make material / emission textures. It really cuts down on time for me to not have to research all that and just concentrate on fixing the textures. I'm super non-technical...
and you are right the remaster got out of date just now (like yesterday) i get a pop-up that says OpenJKDF2 got an update, maybe the Remaster file will get updated too eventually.
In time, I honestly think you'll impress us even more with your own light texture work than your latest update has already done for me with the lighting simply being functional alongside it now.
Your work can be used with that "Remastered" collection but it isn't a requirement. My install doesn't even require going into the User - Roaming section, it's self-contained. All that is needed for the complete experience is the metadata.json file and the emissive textures packed within an extracted Vurt folder within the jkgm -> materials -> Vurt folder structure. I actually tried using the "Remastered" collection of mods and I proceeded to have new graphical issues and even worse default options, and, ironically, still no lights lol it wasn't until I manually merged only the necessities together that I sorted it.
Bravo, seriously. It isn't without its faults and some revisions & community feedback from more than just myself will be necessary to strike a balance on some areas that I agree with you on the work being almost too good and thus sticking out too much (or straying from the original feel too much). Also the sharpness and shininess can stick out a bit beyond better texture clarity when pulling Kyle's view back. But that doesn't negate that THIS is proper graphical modding work. Be proud of yourself.
Also, while it might be different for others? I ultimately couldn't even use this mod in the "traditional" manner or required path. I ended up on a whim creating a jkgm - materials folder and subfolder directly within my OpenJKDF2 Dark Forces II Steam install folder on my NVMe game drive. I still had to grab the the metadata file from the Neural Pack separately, but after editing the inner description and file name to closer match your work? I just plopped it into the extracted Vurt folder and copied it over to the materials folder. No need for it to be called jknup.
For me the installation went pretty smooth, and yes the folder can be called anything it seems.
I might add a youtube tutorial to the front page, because i remember there being one.
It could also just be a secondary game drive installation quirk.
You're welcome. I dare say that, in its current state, it should already be in PCGamingWiki's "Essential Improvements" section for Dark Forces II.
Looking at youChrono Cross: The Radical Dreamers Edition and FFVIII Remastered
Anyway, your stuff has always been awesome. And i could only hope for something like this for Morrowind/Kotor.
I have my own AI model for Stable Diffusion which i've fine tuned since almost a year back on similar looking textures in high resolution (for use with any sci-fi game basically) so that the AI knows what to do if i give it a wall texture or a floor texture, that's the quick version of it. I can't automate it fully, well partially i can, but then i also have to regenerate a few times until a texture comes up in a way that i think looks good.
EDIT: The rest of this post is no longer relevant.
The last one, i'm not even sure my mod touches that one. But they could have messed it up for the remaster and forgotten about the transparency.
The issue could also just be with OpenJKDF2, something with its engine or how they have set (or didn't set) the textures in some file.