Why bLoadFaceGenHeadEGTFiles=0 is dumb [image heavy]

General mod discussion and requests.
junkacc
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Re: Why bLoadFaceGenHeadEGTFiles=0 is dumb [image heavy]

Post by junkacc » Tue Feb 04, 2020 10:06 pm

Maybe if you unpack the EGT and rescale to 512x512 all the layers with ERSGAN then repacking will make GECK create 512x512 facegen files.

If you'd like to try, here are the unpacked EGT layers:
http://s000.tinyupload.com/index.php?fi ... 2954972363

Send the files back to me and I'll repack them into an EGT file for you.

junkacc
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Re: Why bLoadFaceGenHeadEGTFiles=0 is dumb [image heavy]

Post by junkacc » Wed Feb 05, 2020 9:11 am

nope, that didn't work. Looks like it'll have to be on an individual bases.
Image

Which is better, Topaz or ESRGAN? Might as well learn them.

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FiftyTifty
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Re: Why bLoadFaceGenHeadEGTFiles=0 is dumb [image heavy]

Post by FiftyTifty » Fri Feb 07, 2020 1:18 pm

ESRGan Seems to be used more for general game textures, but awful for photos. Topaz is great for photos, and I've had decent results with textures. I'll upscale with Topaz the now, but can't do ESRGan since I have an AMD GPU.

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FiftyTifty
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Re: Why bLoadFaceGenHeadEGTFiles=0 is dumb [image heavy]

Post by FiftyTifty » Sat Feb 08, 2020 3:51 am

Here we are, upscaled it to 1024x1024: https://i.imgur.com/X0jMleD.png

Image

junkacc
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Re: Why bLoadFaceGenHeadEGTFiles=0 is dumb [image heavy]

Post by junkacc » Sat Feb 08, 2020 10:37 am

Wow that's really impressive. It seems to work! But there is a small movement of the image to the left and up a few pixels. I noticed when I opened the PNG with gimp it said there's an offset but it was set to (0,0). Otherwise this could come in handy.

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Rika
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Re: Why bLoadFaceGenHeadEGTFiles=0 is dumb [image heavy]

Post by Rika » Sat Feb 08, 2020 9:32 pm

junkacc wrote:
Sat Feb 08, 2020 10:37 am
Wow that's really impressive. It seems to work! But there is a small movement of the image to the left and up a few pixels. I noticed when I opened the PNG with gimp it said there's an offset but it was set to (0,0). Otherwise this could come in handy.
Yeah I've noticed that Topaz does that, it's like one and a *half* pixels or some crap, so realigning them was the most annoying part of my upscaled poster mod.

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FiftyTifty
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Re: Why bLoadFaceGenHeadEGTFiles=0 is dumb [image heavy]

Post by FiftyTifty » Sun Feb 09, 2020 2:44 am

Is it the whole image that shifts, or just that wee spot?

Also, if we're going to be editing the EGT layers, it would also be a good idea to remove the blue-green tint that the African American layers have, so we can finally have dark skinned characters look like they've not taken a bite out of a makeup puck.

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RoyBatty
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Re: Why bLoadFaceGenHeadEGTFiles=0 is dumb [image heavy]

Post by RoyBatty » Sun Feb 09, 2020 3:23 am

You can edit that in GECK, in the NPC editor select the tint option in the advanced facegen tab.
Image

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FiftyTifty
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Re: Why bLoadFaceGenHeadEGTFiles=0 is dumb [image heavy]

Post by FiftyTifty » Sun Feb 09, 2020 7:38 am

RoyBatty wrote:
Sun Feb 09, 2020 3:23 am
You can edit that in GECK, in the NPC editor select the tint option in the advanced facegen tab.
It's an issue with the EGT Layer used for the tint, rather than the tint values. Even when you go for heavy dark, flushed, and orange tints, the face still has blobs of green and blue. Example: https://i.imgur.com/bP68Il8.png

The creator of FCO opted to create a separate, pre-darkened skin texture for the race, which is pretty wasteful. It would be better to edit the EGT Layers themselves and get rid of the issue properly.

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RoyBatty
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Re: Why bLoadFaceGenHeadEGTFiles=0 is dumb [image heavy]

Post by RoyBatty » Sun Feb 09, 2020 8:32 pm

Maybe the code can be patched somehow, but iirc the facegen code is optimized and hard to decode. Possibly stewie can look into it.
Image

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