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Re: Started a high-res re-texturing project of GK3
Posted: Mon Dec 11, 2023 4:45 am
by Spikey
fhmutairi wrote: ↑Sun Dec 10, 2023 2:46 pm
It's a very interesting thread and great work, I came across it on a Steam discussion,
I definitely want to try this new high-res texturing project,
However, I've been having problems running the game on my Surface Pro 7, I tried setting compatibility back to Windows Visa, but I still get the game crashing at random places. When I tried the high-res texturing (after creating my own folder inside GK3 and creating the .ini file, I started getting a new error Fatal Exception.
Could anyone please help? I've been dying to finish the game off as I didn't when it was released back in the day,
Are you using dgVoodoo as well?
Also have the Fatal Exception error occasionally on my surface tablet, but not so often that it makes it unplayable. Not sure if it is more frequent than without the high res pack. If you want to remove it from the game, just remove the line in gk3.ini.
Re: Started a high-res re-texturing project of GK3
Posted: Sun Dec 17, 2023 7:09 pm
by Tawmis
Re: Started a high-res re-texturing project of GK3
Posted: Mon Dec 18, 2023 2:06 pm
by Tawmis
Posted the link through the LSL Twitter I run - and it too has generated some interest!
Re: Started a high-res re-texturing project of GK3
Posted: Mon Dec 18, 2023 3:27 pm
by Spikey
Thanks for the support Tawmis!!! Have had a few reactions on the mail already too, very nice to see this game getting some love again.
Re: Started a high-res re-texturing project of GK3
Posted: Mon Dec 18, 2023 6:09 pm
by Collector
Tawmis wrote: ↑Sun Dec 10, 2023 6:16 pm
With the Surface Pro, I don't have any experience messing with that. But I wonder if ScummVM might help?
Remember that the game is not SCI. There are a few games that ResidualVM did, but I am not sure it includes GK3. Of course the Surface Pro is just a Windows machine. The only thing that I would not be sure about is just the graphics adapter/drivers.
Re: Started a high-res re-texturing project of GK3
Posted: Tue Dec 19, 2023 9:01 pm
by Collector
OK, I have finally started to look into this. ResChange does not work well on Win11. Sprites do not render properly on top of the backgrounds as you would expect of games designed for 8-bit or 16-color depth. This seems to be an issue with the latest GOG installer on my machine, too.
Changes to the color depth via compatibility mode triggers DDRAW errors and none of my usual workarounds fixes it. dgVoodoo seems to work, but on my Radeon RX 6650 XT the default gamma is way too low. Adjusting it in the game's graphics settings seems to work well enough, but I am not sure how I can automate graphics settings for other users.
Anyway, I can now start exploring this patch, Are there any save games that will load the games at points that lets me see the most notable differences with and without the pack? It would allow me to develop a script to automate the installation of the pack and possibly a new version of the installer. I might do a config tool to automate the addition and removal of the extra packs.
Re: Started a high-res re-texturing project of GK3
Posted: Wed Dec 20, 2023 1:08 am
by Tawmis
Collector wrote: ↑Tue Dec 19, 2023 9:01 pm
Anyway, I can now start exploring this patch, Are there any save games that will load the games at points that lets me see the most notable differences with and without the pack? It would allow me to develop a script to automate the installation of the pack and possibly a new version of the installer. I might do a config tool to automate the addition and removal of the extra packs.
I uploaded my save games (all pre-pack) in my thread just now:
viewtopic.php?p=97933#p97933
Re: Started a high-res re-texturing project of GK3
Posted: Wed Dec 20, 2023 4:51 pm
by Collector
Of course BBP has IDed the paintings in the game. Here are a few new versions made from the actual paintings.
Re: Started a high-res re-texturing project of GK3
Posted: Wed Dec 20, 2023 5:45 pm
by Spikey
Collector wrote: ↑Tue Dec 19, 2023 9:01 pm
OK, I have finally started to look into this. ResChange does not work well on Win11. Sprites do not render properly on top of the backgrounds as you would expect of games designed for 8-bit or 16-color depth. This seems to be an issue with the latest GOG installer on my machine, too.
Changes to the color depth via compatibility mode triggers DDRAW errors and none of my usual workarounds fixes it. dgVoodoo seems to work, but on my Radeon RX 6650 XT the default gamma is way too low. Adjusting it in the game's graphics settings seems to work well enough, but I am not sure how I can automate graphics settings for other users.
Yeah, as a semi-purist I have been sticking to the native resolutions, not tested anythying else on this latest gaming rig. However, I actually ran into ZERO of the stuff I used to experience on my laptop, like random lock ups, freezes and fatal errors.
Collector wrote: ↑Tue Dec 19, 2023 9:01 pm
Anyway, I can now start exploring this patch, Are there any save games that will load the games at points that lets me see the most notable differences with and without the pack? It would allow me to develop a script to automate the installation of the pack and possibly a new version of the installer. I might do a config tool to automate the addition and removal of the extra packs.
The difference I think is quite notable right as you start a game, more so if you are not using dgVoodoo (as that masks the ugliness of lower res textures). Looking at the skies I think is the most notable thing. Are you looking for something to quickly test if some setup worked to implement it?
Re: Started a high-res re-texturing project of GK3
Posted: Wed Dec 20, 2023 9:41 pm
by Collector
Yeah, I do not have the time to do any play testing, just wanted to be sure the pack was displaying OK.
Re: Started a high-res re-texturing project of GK3
Posted: Sat Dec 23, 2023 5:07 pm
by Collector
I redid the art pieces with actual images from the paintings rather than the upscaled and smoothed versions.
Original:
- R23ARTWOMAN.jpg (12.26 KiB) Viewed 11933 times
HiRez pack:
New:
In game they are a bit too bright, so I'll have to adjust them. There are a few that BBP tracked down that have no equivalent in the BRN files, so I am not sure how to replace them.
Re: Started a high-res re-texturing project of GK3
Posted: Sat Dec 23, 2023 10:35 pm
by Spikey
^ a few of them I actually replaced with a downscaled original, like the... uhmmmm... picknick in the field, hangs in the upstairs hallway of the hotel. That one was an absolute necessity. Tried a few others, but the end result in the native resolutions was barely noticable so I decided to focus my efforts elsewhere.
Re: Started a high-res re-texturing project of GK3
Posted: Mon Jan 15, 2024 2:20 am
by mm44
Tawmis wrote: ↑Sun Dec 10, 2023 6:16 pmI wonder if ScummVM might help?
ScummVM does not support the game, but I recommend following the G-Engine project:
https://github.com/kromenak/gengine
It's a similar solution to what ScummVM offers for other adventure games, but it's not finished yet so the game is now working only partially. Who knows, maybe there will even be a merge of the projects one day.
In any case, I hope the texture pack will also work with GK3 on G-Engine.
Re: Started a high-res re-texturing project of GK3
Posted: Tue Feb 13, 2024 6:23 pm
by BostonLow
Hello everyone!
Spikey wanted to ask you a couple of things;
I am Spanish and the game came out with texts and images in Spanish. Then I started extracting all the images with texts to adapt them to your project. I do quite well with design and image retouching programs like Photoshop. Have you used any specific program? What filter procedures and others have you used apart from resizing the images?
Re: Started a high-res re-texturing project of GK3
Posted: Fri Feb 23, 2024 5:45 am
by BostonLow
Spikey wrote: ↑Sat Dec 23, 2023 10:35 pm
^ a few of them I actually replaced with a downscaled original, like the... uhmmmm... picknick in the field, hangs in the upstairs hallway of the hotel. That one was an absolute necessity. Tried a few others, but the end result in the native resolutions was barely noticable so I decided to focus my efforts elsewhere.