Open emoose opened 4 months ago
Not perfect, but much better:
In the original text, the text is aligned with the edges of the background. Do notice when making the new textures, especially when you adjusting the slanted texts.
That's why I said "not perfect". I honestly don't know how to make it stay at the same angle as the original one, I simply put it in italic.
That's why I said "not perfect". I honestly don't know how to make it stay at the same angle as the original one, I simply put it in italic.
You can just use the "free transform" tool to slant text in a custom angle if you're using Photoshop. The transform method is called "tilt" in Photoshop.
That's why I said "not perfect". I honestly don't know how to make it stay at the same angle as the original one, I simply put it in italic.
You can just use the "free transform" tool to slant text in a custom angle if you're using Photoshop. The transform method is called "tilt" in Photoshop.
I'm actually using GIMP, but I've found the equivalent option here. Thanks.
Is there a discord to better collaborate? I've reworked bitmap game fonts into vectors before (I typically use Inkscape) and am willing to help but i'd want to start by basing everything on the best available assets. For a lot of the menu graphics the models from the game could be exported, posed and rendered, maybe there's higher quality assets from other versions of the game or press/promo materials that could be sourced from, ideally the menus could be made widescreen safe too, up to 21:9.
I'm not completely averse to AI upscaling, but more as a last resort. The artifacts can look pretty ugly.
https://discord.com/invite/3RN5fCyj
Is there a discord to better collaborate? I've reworked bitmap game fonts into vectors before (I typically use Inkscape) and am willing to help but i'd want to start by basing everything on the best available assets. For a lot of the menu graphics the models from the game could be exported, posed and rendered, maybe there's higher quality assets from other versions of the game or press/promo materials that could be sourced from, ideally the menus could be made widescreen safe too, up to 21:9.
I'm not completely averse to AI upscaling, but more as a last resort. The artifacts can look pretty ugly.
here you go.
Is there a discord to better collaborate? I've reworked bitmap game fonts into vectors before (I typically use Inkscape) and am willing to help but i'd want to start by basing everything on the best available assets. For a lot of the menu graphics the models from the game could be exported, posed and rendered, maybe there's higher quality assets from other versions of the game or press/promo materials that could be sourced from, ideally the menus could be made widescreen safe too, up to 21:9.
I'm not completely averse to AI upscaling, but more as a last resort. The artifacts can look pretty ugly.
Lindbergh would be an ideal base for widescreen 2SP mode textures. I'm pretty sure Howard (FXT mod) managed to rip them. Quality wise, I'd say they are very similar to PC outside of being able to disable the linear filtering in TP. C2C will be tricky as there is no native widescreen assets for menus.
@DonelBueno Indeed, these fonts are quite bad and deserve to be redone, nice job.
@polybius22 I upscaled your texture and made a very quick correction. Hope that helps.
Damn, they're rough. :P
@polybius22 I upscaled your texture and made a very quick correction. Hope that helps.
For simple shapes like this, it's better to remake them. Notice that the arrows got completely butchered.
What methods are you guys using? I thought upscaling was better than this by now with ERSGAN and stuff. This looks like primitive waifu2x.
AI models really aren't as great as you'd think. To get the best results, you need to tweak and manually edit. This takes a lot of time, dude. Text has always been an issue. It's better with newer models, sure, but still not great.
Anyone can batch upscale a few thousand textures in Topaz, but the guys here are manually putting the work in to tweak them, and actually make them look like polished official assets. It's going to be trial and error. That's part of the process. I don't believe your intent was to criticize, though.
Anyway. We're seeing some great work so far, so thanks to each one of you that is taking the time to do so.
The biggest problem here are the original assets, they are of terrible quality/compression. It would look pretty decent if they were uncompressed. So, in this particular case, it's not the AI's fault.
@jojo670 I just downloaded your updated dumps, thank you!
To prevent any duplicate work it's best that collaboration is done through the Discord posted earlier.
I've been poking away at some of the fonts for the main racing UI.
That's a sexy looking "60" Good job.
Deleted most of the posts from the past day, please try to keep things civil here guys, there's been some good fixes posted here the last few days, would like to try to keep this thread open for more improvements.
If you want to continue arguing take it somewhere else.
Not perfect, but much better:
Remade texture 841E796B_512x128.dds:
I don't even know where it is used, the texture used on Outrun2SP mode is 53CE39D5_512x512.dds.
I will edit it later, it's way more complicated and populated.
Not perfect, but much better:
Remade texture 841E796B_512x128.dds:
I don't even know where it is used, the texture used on Outrun2SP mode is 53CE39D5_512x512.dds.
I will edit it later, it's way more complicated and populated.
now that's better. The 841E796B is probably a dummy one, I assume. You can come to the discord server for sharing the progress if you want.
jojo670 is in the Discord and apparently working on a more accurate version of the speedometer, as of a few hours ago.
I hope this issue post still gets updated with new releases, I hate having to join a discord for every little thing lol.
I don't like Discord as a distribution mechanism either, it's mainly to organize collaboration. I guess ideally there'd be a repository for the textures that could get periodically updated?
I don't like Discord as a distribution mechanism either, it's mainly to organize collaboration. I guess ideally there'd be a repository for the textures that could get periodically updated?
you can make a new repository then.
The Discord link isn't even here anymore, it was in one of the deleted posts lol.
Edit: Ah nevermind, it's still up, it's just a hidden comment now. Well, I guess a repository or a Rentry page will suffice if this thread ends up not being updated enough. It looks like @Sonic-TV already made one though? https://github.com/Sonic-TV/OR2006Sprites
This screen is missing high-res/upscales of the original texture as well as lacking controller prompt replacement as well.
This screen is missing high-res/upscales of the original texture as well as lacking controller prompt replacement as well.
You can send a PR to this repository if you have the non-upscaled textures. Currently no one knows how to trigger this screen, so sorry. https://github.com/Sonic-TV/OR2006Sprites
This screen is missing high-res/upscales of the original texture as well as lacking controller prompt replacement as well.
You can send a PR to this repository if you have the non-upscaled textures. Currently no one knows how to trigger this screen, so sorry. https://github.com/Sonic-TV/OR2006Sprites
While I'm not 100% sure, I believe it is triggered when all the C2C missions are completed with the AAA rank. I think it is because I once did it and I vaguely remember some kind of congratulations screen. Please take this info with a grain of salt though, it's been a while and unfortunately, I'm not capable of testing this. Despita that, I still own the 100% completion save, so, if it is possible to somewhat edit it, one may change one of the ranks and try again achieve the AAA rank for all missions.
Have you tried using the ENTIRETY cheat on a new save, and finish another event?
That's what I did to see that screen pop up on a different save file.
Updated Controller Prompts with the "Congratulations" screen and a better Outrun2SP logo.
This is now completely superseded by my higher quality original UI sprites. I've left it up for posterity, but don't download this!
I have never liked machine learning upscales, but I realized you can use the ESRGAN outputs to help filter out the very chunky compression artifacts that are present in the original UI textures. This was done quick and dirty as a proof of concept. If you downscale the ESRGAN textures and overlay them over the original textures using "lighten only" for the pixels, it patches the dark areas of compression noise while not too badly affecting the rest of the texture. This, of course, does not fix bright colored artifacts, but it's the dark patches that look the worst in the original textures and this greatly reduces it.
I did a set of textures as a quick fix to the "3D" numbers and text in the HUD, which in the base game are very messy. They have the Japanese version of Clarissa and use the Xbox button prompts.
This, again, is very quick and dirty and just does some parts of the HUD that looked the roughest. Ideally you'd want to downscale the ESRGAN textures better than I did (just using "lo halo" + some sharpening in GIMP, which is too soft). You would also want to compare other port's textures (and use/overlay any ones with less artifacts) and do manual touch ups on everything (where I just mostly picked which ones I thought looked okay and which didn't). Still, I thought I would share in case it inspires anyone else to experiment further and just as a simple fix for the timer looking so rough.
edit: Updated to V3, with some uncompressed textures from various ports and a more accurate Clarissa.
WIP better UI textures for Outrun2SP mode:
Clarissa's still censored in the ending of Heart Attack, but it looks like it's not a pre-rendered cutscene. Can anyone try swapping out her model textures for an uncensored version?
Is that with RestoreJPClarissa
in the INI? Maybe in the endings they switch the chara ID back to the censored one, hm
https://discord.com/invite/3RN5fCyj Reposting the discord link in case if anyone didn't see it.
For those not in the Discord I've been chipping away at fonts and random things that take my interest, posting a sheet with most of the completed work below, along with a WIP of the loading screen which I extended to widescreen, which the game doesn't support but hey, if it ever does I figure I'll try to make the assets wide safe.
Aside from the OR2006:C2C logo, which was sourced from a press kit, everything is rebuilt using vectors and has unlimited resolution.
emoose, do you think it's possible to import car colors/liveries from the original Xbox version?
Some cars have a darker blue compared to C2C. Examples (both from the same video):
https://youtu.be/ukdgzen2OfA?t=2594 https://youtu.be/ukdgzen2OfA?t=2850
And that's the "dark blue" from the... original Western PS2 version, i guess? And again from the PC one.
https://www.gamespot.com/a/uploads/original/gamespot/images/2006/116/reviews/724416-930972_20060427_002.jpg https://i.imgur.com/1js84vY.jpeg
EDIT: it's also on Online Arcade:
https://i.ytimg.com/vi/PbyZ4zTCAB4/maxresdefault.jpg https://i.ytimg.com/vi/dXyyiIqxYn8/maxresdefault.jpg
The rival cars seem to have that deep blue. I'm not sure why they changed it.
For those not in the Discord I've been chipping away at fonts and random things that take my interest, posting a sheet with most of the completed work below, along with a WIP of the loading screen which I extended to widescreen, which the game doesn't support but hey, if it ever does I figure I'll try to make the assets wide safe.
Aside from the OR2006:C2C logo, which was sourced from a press kit, everything is rebuilt using vectors and has unlimited resolution.
Which texture file contains the "Slipstream" image?
Is that with
RestoreJPClarissa
in the INI? Maybe in the endings they switch the chara ID back to the censored one, hm
I can attest to this as well. Even though I had RestoreJPClarissa
set to true in my INI file, her model in the OutRun 2 SP mode reverts back to the censored version.
Which texture file contains the "Slipstream" image?
I found the one with the "Slipstream" image in the B1696633_512x512.dds
texture.
Do replacement textures have to be the same resolution as the original, or is it like Dolphin/PCSX2 where it just has to match the filename, aspect ratio, and sprite position and the game loads it as normal?
Do replacement textures have to be the same resolution as the original, or is it like Dolphin/PCSX2 where it just has to match the filename, aspect ratio, and sprite position and the game loads it as normal?
Second option.
Neat.
If anyone wants to change the billboards, here are the source files. This might not be all of them (might've missed a tiny LOD texture or two), there are at least 5k textures after all, but this should be most of them.
Has anyone been able to extract the Lindbergh textures? Some samples that were posted here have a good deal less compression. The (original OutRun 2) Xbox ones that were posted usually have similar compression, though there are at least two that are completely uncompressed and I updated my texture pack to use them.
I have also made a new version of the main menu Clarissa texture. The original international texture for that pose had obvious warping on her shirt to extend it. It looks like Sumo realized this and so went back and made their own for Coast 2 Coast. However, it looks like they used the original render, without some photoshop/paint-over work done on it, so it looks less finished. I put the final Clarissa over this but had to keep her hair largely as the retail 2006 texture, as otherwise it gets cut off.
The FXT one used here also realized using the Japanese one unaltered wouldn't work. Looks like they used the copy from the Japanese PS2 C2C port, which is similarly lacking finish. I would recommend updating it for this one. Included here for download.
Thanks. I did notice that the Uncensored Clarissa from earlier has no shadows at all, looks like a plastic Barbie doll.
thegreatprophetzarquon to get the OG outrun 2 sp dx textures u need to find the dump from the Sega Lindbergh Yellow from some Internet Archive. maybe typing something like (outrun 2 sp dx Motherload Of Dumps). I don't think i'm allowed to post links but i think i got u close enough
Has anyone been able to extract the Lindbergh textures? Some samples that were posted here have a good deal less compression. The (original OutRun 2) Xbox ones that were posted usually have similar compression, though there are at least two that are completely uncompressed and I updated my texture pack to use them.
I have also made a new version of the main menu Clarissa texture. The original international texture for that pose had obvious warping on her shirt to extend it. It looks like Sumo realized this and so went back and made their own for Coast 2 Coast. However, it looks like they used the original render, without some photoshop/paint-over work done on it, so it looks less finished. I put the final Clarissa over this but had to keep her hair largely as the retail 2006 texture, as otherwise it gets cut off.
The FXT one used here also realized using the Japanese one unaltered wouldn't work, and so just photoshoped in cleavage rather poorly. I would recommend updating it for this one.
Thanks. Can you tell me how many textures and which ones on this xbox dump are better than the ones on the PC verion?
Thanks. Can you tell me how many textures and which ones on this xbox dump are better than the ones on the PC verion?
When I say I saw two of them that are uncompressed offhand, I just mean these two, lol: "SPR_SPRANI_HEART_E_SST_10" and "SPR_SPRANI_HEART_F_SST_2"
(And I've updated my texture pack with them, though there are additional + edited cartoon faces in C2C).
That's me just casually looking though all of them (because it's a png rip, you can't do it looking at file size or compression profile). They all use a different format sprite sheet and redundancy, so many of them will have those dark compression artifacts in different places and you could overlay and compare them them similar to what I'd been doing with the ESRGAN ones (and I managed to get slightly better Xbox ABXY sprites doing this), but before potentially trying any of that, I wanted to compare the Lindbergh textures (and the PS2 ones).
Edit: I dumped some textures from the PS2 port of C2C (which goes by the 2:SP name and has the Japanese Clarissa) in PCSX2 and these are by far cleaner for the UI (with their own caveats) than the Xbox/PC ones. Unfortunately there's no easy way to filter out the UI ones (as far as I can tell; sorting by file size helps a little) and by default they export with a 128 alpha channel. It's probably too much work to manually sort all of these out and paste them over the PC sprite sheets, but I probably will end up doing something... at some point...
I definitely want to redo the FTX efforts for Clarissa (which, in addition to banding, have some sloppy photoshop work on her hair: they cut it off and then extended it or something).
Thanks. Can you tell me how many textures and which ones on this xbox dump are better than the ones on the PC verion?
When I say I saw two of them that are uncompressed offhand, I just mean these two, lol:
(And I've updated my texture pack with them, though there are additional + edited cartoon faces in C2C).
That's me just casually looking though all of them (because it's a png rip, you can't do it looking at file size or compression profile). They all use a different format sprite sheet and redundancy, so many of them will have those dark compression artifacts in different places and you could overlay and compare them them similar to what I'd been doing with the ESRGAN ones (and I managed to get slightly better Xbox ABXY sprites doing this), but before potentially trying any of that, I wanted to compare the Lindbergh textures (and the PS2 ones).
Edit: I dumped some textures from the PS2 port of C2C (which goes by the 2:SP name and has the Japanese Clarissa) in PCSX2 and these are by far cleaner for the UI (with their own caveats) than the Xbox/PC ones. Unfortunately there's no easy way to filter out the UI ones (as far as I can tell; sorting by file size helps a little) and by default they export with a 128 alpha channel. It's probably too much work to manually sort all of these out and paste them over the PC sprite sheets, but I probably will end up doing something... at some point...
I definitely want to redo the FTX efforts for Clarissa (which, in addition to banding, have some sloppy photoshop work on her hair: they cut it off and then extended it or something).
Tried dumping the PS2 version textures here and got A LOT of garbage textures and duplicates, like 5000 dumps in two menus.
How did you solve it?
I did not solve it at all; there's tons of dups, lol. I really hope the Lindbergh stuff matches or exceeds this quality and is easier to manage. ~Though I "only" got 1200-some over one race. Make sure not to dump mipmaps and FMVs.~ NVM, it balloons very quickly. 360,000 files, fun fun.
But it will work for getting nicer versions of the Clarissa sprites with the white C2C dropshadow and less banding/artifacts and whatever stray ones I can grab.
I tried extracting a few of the Lindbergh textures with xpr_extract.py. Each xst (rename the gz to zip and use 7-zip) results in about 15 DDS images, of which only one is usable if you're lucky, so I probably did something wrong. The rest don't extract properly and look corrupted/incorrectly extracted. I don't know which one Clarissa would be stored in but I can try again later.
https://drive.google.com/file/d/1FixWLS4A5EMLZA9nifpBEeGwbTIDTe_A/view?usp=drive_link
I've extract all of the SDX sprites by modifying the code a little bit, except the format 0x2 and 0x5, but these should be all of the 2SP SDX sprites. All of them are in PNG format. These sprites will sync to the sprite repository later.
edit: the sprites has been synced to the repository. you may pull the repo now.
Fantastic! Offhand, some of that matches the PC/Xbox, some of it looks much nicer and all of it is much easier to sort through than trying with the PS2 port
This is a new and improved Clarissa (and Holly) texture pack (from the Lindbergh + Xbox textures and more accurate than the FTX pack). It is recommend to install this even if you want to use Clarissa's international appearance, as the base game uses some unfinished looking textures for both her and Holly, as detailed below. There are three variants for Clarissa's appearance (Holly's fixed appearance is the same in all packs), each with an option for PC, Xbox and PlayStation button prompts. This is all you need to use for fixed Clarissa and Holly sprites with console button prompts.
Complete with the higher quality original UI sprite pack for best results.
Clarissa and Holly Sprite Fix - Japanese For use with the "RestoreJPClarissa" option on. This includes Clarissa's Japanese outfit in three flavors. Minor edits were made to the Rank D sprite to incorporate bits from the international version for the most finished appearance (restores some hair they cut off when editing it).
Japanese - (PC Keyboard Prompts).zip Japanese - (PlayStation Button Prompts).zip Japanese - (Xbox Button Prompts).zip
Clarissa and Holly Sprite Fix - International (Outrun 2) For use with the "RestoreJPClarissa" option off. These are the sprites used internationally for most versions of Outrun 2. Minor edits were made to the Rank D sprite using the Japanese version for the most finished appearance.
International (Outrun 2) - (PC Keyboard Prompts).zip International (Outrun 2) - (PlayStation Button Prompts).zip International (Outrun 2) - (Xbox Button Prompts).zip
Clarissa and Holly Sprite Fix - International ("Coast 2 Coast" Style Custom Version) For use with the "RestoreJPClarissa" option off. For Coast 2 Coast, Sumo made some new Clarissa sprites which did not stretch her shirt down or modify the rest of her outfit as in the original international textures. However, they worked from the original renders, before further overpainting and Photoshop work had been done, so they have an unfinished, plasticky GCI look to them. These sprites follow her Japanese outfit with the added undershirt from the international version, making for a a cleaner version of what Sumo intended.
International (Coast 2 Coast) - (PC Keyboard Prompts).zip International (Coast 2 Coast) - (PlayStation Button Prompts).zip International (Coast 2 Coast) - (Xbox Button Prompts).zip
Details All three packs update Holly's appearance to use the correct, finished versions from the original Xbox version, instead of the unfinished versions used in C2C. Example below: For the main C2C menu, Sumo used an early, less finished render of Clarissa as detailed above. All three packs overlay the appropriate finished version, but her hair is largely the same as the retail game (shorter and less finished) as otherwise it would be cut off. Example below: For Clarissa, I overlaid the Xbox textures on top of the Lindbergh ones to filter out as much compression noise as possible. Only two of the textures needed to be resized (the main menu and rank AAA). Any additional textures used in her sprite sheets (Like the ending ranks) were then upgraded with better looking options from other ports, overlaying them as needed. I have similarly upgraded the rest of the game's UI with the higher quality original UI sprite pack, which I recommend using alongside this pack.
The Xbox and PS face button prompts come from the original Xbox Outrun 2 port and PS2 port with the triggers from the CC0 licensed (public domain) Xelu's Controller Prompts. The PS2 buttons are slightly scaled from their original size.
Change log: v1: Initial v2: Replaced a couple unique C2C textures with higher quality ones from the PS2 port (which I can get to rather haphazardly dump, even though it generates a lot of duplicates). v3: Fixed the poor dropshadowing on the PS2 textures with the PC's alpha channel. v4: Updated the Outrun 2 SP logo used on the main menu with a higher quality replacement and added the fixed Holly sprites. v5: Fixed the variant of the Outrun 2 SP logo to closely match the original one used and grabbed PS2 textures for the remaining couple of chunky sprites left on Clarissa's sprite atlas. v6: Fixed sprite cutoff on the button prompt for the "Congratulations" screen. v7: Changed "Press Start" from Xbox/original arcade style to Lindbergh/SP style (from "Press Start Button" sprite). v8: Updated to keep the original game's file structure so OutRun2006Tweaks can take advantage of the new TextureCache feature. v9: Updated the PS/Xbox trigger prompts to use CC0 licensed ones and added the correct sprite for Holly's driver's license in case that feature is ever implemented. v10: Minor adjustments/fixes to the button prompts v11: Even more minor adjustments/fixes to the button prompts
The textures are uncompressed, so compressing them with DXT5 should bring the extracted files size down a lot.
Thanks @Sonic-TV for the Outrun Arcade dumps and for remaking texts on some textures.
EDIT 1: Update with remade music and game mode icons and other improvements. EDIT 2: Redone all the cars icons and updated the screenshots accordingly. Now there are no issues =) EDIT 3: Small updates to Testa rossa and 365GTS/4 Daytona texts EDIT 4: Correct the lower case "r" in "OutRun" to be upper case + better Outrun 2 and 2 SP logos.
nice. guess you can remake the text and make it sharper. Some of the text are still upscaling ones. The arcade textures have some different fonts for the course select (notice the outrun2sp course on the bottom, it should be rodin while it uses Arial Bold, in the arcade version it's fixed.)
As of 0.3 you can now replace the UI & stage textures in the game, the default INI settings will load in any texture replacements that exist inside
textures\load\
folder.Tweaks can dump out the original game textures for you by enabling
SceneTextureExtract
/UITextureExtract
, but this is only needed if you want to modify/upscale/update the texture dumps yourself.If you're just using texture packs from this thread changing INI settings/dumping textures isn't required.
The latest textures are now posted in the OR2006Sprites repository, started by Sonic-TV and other members of the OR2006Tweaks discord, a lot of great work is being done there, if you want to help out feel free to join the discord!
A compilation of the latest OR2006Sprites textures for easy install, can be found on Envido32's repo (scroll down & expand the Assets section): https://github.com/envido32/OR2006Sprites/releases
Index of releases in this thread (these are mostly outdated compared to the repository above)
Texture pack releases: ESRGAN 4x UI textures by emoose Remade flags + Xbox / PS Button Prompts by DonelBueno Improved SEGA/Ferrari Startup Logos by andreababich Improved Ferrari Menu Logo by Dragoonglue New Clarissa Sprite Fix With Xbox, PlayStation and PC Prompts by thegreatprophetzarquon Better Outrun2SP Mode UI by DonelBueno OutrunC2C New Wave Speedos by Darillone Higher quality original UI sprites by thegreatprophetzarquon Tachometers HD by sharkcheese BGM Album Art remake by Darillone
To install these texture packs you just have to place them into
textures\load\
folder (may need to create the folders if they don't exist)Audio mod releases: OR2LouderEngineSound by ksdomino
Resources: Sonic-TV Outrun2006 Tweaks discord OutRun 2 Xbox (JP) extracted texture PNGs by emoose OutRun 2 Xbox car color textures by emoose OR2006Sprites repository by Sonic-TV
Old releases: FXT Clarissa Sprite Fix UI textures with artifacting filtered by thegreatprophetzarquon
If anyone works on any textures please feel free to link them here, or talk about anything texture related here, will pin this thread & update the OP with links to release posts.