[UPDATE]Rayman 3 ULTIMATE 4K UHD TEXTURE MOD [ALPHA 0.2]
Posted: Mon Jul 18, 2022 6:22 pm
Apologies for the super long post, but i thought it would be better to disscuss everything in detail, if you just don't care about it and just want to download this skip at then end of the post.
REMINDER THIS IS AN ALPHA RELEASE AND IT'S NOT YET FINISHED.
Also i don't intent into making this post user friendly, since i can't hide the images under a button (and if there is i can't find the tag), so i will be presenting them at the original resolution that they were taken.
Very long FAQ:
- What's this actually?
-- This is a comprehensive 4X texture uspcale using the ESRGAN Artificial intelligence of Rayman 3's assets and visual material bugfix by Droolie of some development oversights.
Please note that some textures have been recreated from scratch by XanderNT and myself rather than being uspcaled, and some upscales have been further modified to fix certain visual inconsistencies.
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-Didn't you already do a 4K texture mod already?
-- Yes, but that one had a huge amount of problems, for example it had seamlessness issues, a lot of transparency defects and most of all, i made the mistake of just upcaling the PC textures without taking into conisderation that they might exist official higher quality texutres already available.
Another factor is that when i made the original mod i was severly memory limited, however i have since bought a much more powerful pc, which allows me to bypass all my previous memory limitations)
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-Why do you Blend Models? Shouldn't the new Fatality Pixels be better than MKII for Rayman 3?
-- Not Really, Fatality Pixels tends to produce oversharpened Results, which often stray way too far from Rayman 3's art direction, i don't want that, i'm not seeking ultra sharp textures, i'm seeking fidelity basically i want this mod to look like it's fooling you into thinking that Rayman 3 has always looked like this.
Here's a pretty extreme case of the difference between both models and how blending them helps:
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-So, how does this mod differentiate itself from TRTJA's HD mod and the old 4K mod?
-- This one will use a brand new model, much, much more loyal to the source material, i will also take a look at each texture individually to make sure it's PERFECT once upscaled. no more seamless problems.
(TRTJA's mod used my old textures as a base and then he further edited them, sometimes reducing the resolution to some textures to work around the 2GB CNT limitation, something which i will actively won't do nor enforce in this mod, in fact i will increase the resolution of some textures up to x16 times to unsure that the textures look good)
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-Is this mod Widescreen friendly?
-- Yes! i've decided that since nowadays we use 16:9 monitors i will be adapting the textures to be widescreen friendly, i will also provide a 4:3 version for the people that prefer to play Rayman 3 in that aspect ratio.
(Razoff's sniper, now at 16:9 friendly resolution)
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-Does this mod work in GC/PS2/XBOX/HD?
-- TLDR No.
You can however, use my textures and port them to any other console version, if you do it for the GC version, please make sure to use the NTSC Version since PAL only supports 50hz.
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- Can i use this for my texture mod?
-- Yes!, with zero restrictions whatsoever, please feel free to study, alter or use any of my work at your pleasure Just credit me, XanderNT, Raycarrot, Droolie, icup321 and everyone that's featured in the credits on the ubisoft logo.
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- Does this mod fix the Bad UV texture mapping of Rayman 3?
-- Sadly, no. As of now we currently don't have the tools to alter the UV mappings, so everything we fix is done at the texture level itself.
Examples of bad UV mapping in Rayman 3:
(first level of clearleaf forest, the roof of the hat building, Raymap view, lights disabled)
(How it should actually look, upscaled version of the wood planks tiled together with the grass texture)
Example of a fixed bad UV mapping fixed at the texture level (cheating a bit since this is more like an artistical oversight but you get the idea)
Original
(Raymap view, lights disabled)
Altered texture
(Raymap view, lights disabled)
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-You mentioned material bugfix, what does that mean?
-- Rayman 3's engine uses 5 types of materials for their assets, and in some cases the dev team made minor oversights and assigned the wrong material. With the help of Droolie's extensive Rayman 3 modding knowledge he was able to change the values of the materials and fix these issues, here are so far the ones he's corrected thus far:
--- The stained glass of the Fairy Council:
--- I noticed that with raymap there where extra geometry behind the glass, so we experimented with the materials and came up with this, texture recreated by XanderNT)
ORIGINAL
(Raymap view)
(Raymap view with the glass windows hidden, as you can see, there is a scrolling texture behind them, simulating the night sky with an aurora, image courtesy of Droolie)
FIXED
(Texture recreated by XanderNT, please note that we might change the look of the stained glass texture in the future, depending on user feedback)
--- Reflux Boss model:
--- For some strange reason, Reflux's head has the additive material assigned, this happens in both the bossfight and it's low-poly model version in the tennis mini-game (note, these image use the AI Upscaled face texture)
ORIGINAL
(Raymap view)
FIXED
(Raymap view)
(In-game view)
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- Why just not use Rayman 3 HD's a base?
-- Short explanation: They just don't look as good as PC when upscaled, although some very minor textures will be used.
(an example of a usable HD texture for upscaling after AI decompression and starcasing artifact removal)
(detailed and techincal explanation)
Okey, so HD uses compressed image files instead of uncompressed files like in PC, although they use higher resolution versions of the textures, they're considerably compressed and have staircasing artifacts
(a pretty extreme case of a really bad HD texture, this one is severely compressed and has a lot of staircasing artifacts, the final result is pretty smooth, but it's completely unusable for upscaling)
However with the magic of AI we can remove the compression and fix the staircasing artifacts, the problem is that in doing so we end up smoothing the image to some extent, although it's not that noticable on it's own, this negitavly results in a worse upscale than PC, thus making a pretty bad upscaled texture. It's important to note that it's preferable to not touch an image that much before you upscale it since even the smallest edit can impact the final upscale, sometimes you can ruin that part of the image, so i tend to be pretty conservative when it comes to edits and i only do them when they're strictly necessary.
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- What's your criteria on which texture you use as a base?
(note 1: usually PC and XBOX have the same texture resoltuion, however in a few select cases XBOX exceeds PC's texture resolution)
(note 2: the DEV engine leak of Rayman 2 does contain several Rayman 3 textures, however they're either very low res or compressed versions of the PC ones)
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- What about the FMV's?
-- Short explanation: They're a complete and utter MESS. they won't be done any time soon, since i'm still actively researching them.
(detailed and technical explanation)
Okey so first things first, i will be talking a lot about technical video details and early 2000's video compression methods, i will write it expecting you that you understand what i'm saying, although i will be offering images to explain what i'm saying.
Rayman 3 FMV's master files (unavailable to us) were rendered at 768x432 at 25FPS, (Proof: ubisoft included uncompressed .png images of Otto and Romeo FMV in the Rayman 3 PressKit CD, upon inspecting the Rayman 3 HD 720p FMV's the actual internal resolution returned this exact resolution.
-Okey so why don't you just grab the HD version, downsize it to 768x432 and upscale it?
--Here's why:
(Master frame from Rayman 3's Press Kit)
(Same frame, upscaled with Fatality MKII and FatalPixels)
(Same frame, HD as base, resized from 1280x720 to 768x432 and later upscaled, unusable since it has blended frames)
(Same frame, PAL PS2 as base, better bitrate but lower resolution than HD, resized from 512x512 to 768x432, also cropping the black borders and upscaled x4 times with the exact same method used the last two)
Having said that, early 2000's video codecs were vastly diferent than the ones we have today, unlike today where most game devs just use H264 or H265 or .bik video, every version of Rayman 3 uses a different codec with it's own resolutions and encoding settings, even worse, the PAL videos are encoded at 25FPS while the NTSC and HD are at 30FPS with either frame blending, or frame duplication.
(HD version which blends the frames from 25 to 30 which renders them completely unusable, however this only happens for some videos, the other ones see a duplicate frame every 5 frames)
in short:
- GC: Propietary Codec, must be decoded using a leaked GC DEV Disc, unusable do to their lower resolution and bitrate (384x288), also pretty awful audio quality.
- PC: Bik video, terrible quality and resolution (seriously 320x400???)
- PS2: .PSS files, pretty high bitrate, the entire folder needs 1.4GB of space, they would've been the best versions if PAL wasn't 512x512 and NTSC didn't blend the goddamm frames from 25 to 30 of some videos.
- XBOX: .xmv files, 640x480 overall good, bitrate is lower than PS2 and somewhat compressed)
- MAC: didn't yet look at them personally but icup321 told me that they're .mov files at 240p.
- HD: amazing at first glance due to being in 720p, however bitrate is so bad that they look worse than XBOX and PS2, although not worse than pc.
Overall they're a complete mess, they will probably require a lot of work and it's possible that we'll have to mix various sources to create a decent looking one for modern displays.
-Okey so that's video, but what about audio?
--Thankfully the XBOX video files use uncompressed .wav files for their audios, for all Multi5 dubs, sadly the Hebrew, Slovak, Czech, Polish and Russian dubs are only available in compressed format, they sound pretty good and only a pretty trained ear will be able to spot the difference.
Thanks to a script made by Fabrebatalla18, a dear friend of mine from the Catalan dubbing presevation community, we were able to extract the exact audio files of the XBOX version. For the non-multi5 dubs i took the audios for the .bik video files and converted them to .wav files with BeHappy.
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- Why an alpha release?
-- right now i'm doing this mostly on my own with the help of many users from the Rayman Modding community, sadly i'm pretty much the only playtester, and obviously i catered the MOD to my liking and display preferences, which mainly mean a 3840x2160 display or a 2560x1440 at 144hz.
I'm mostly providing this for you to playtest and enjoy, although i don't know how will it work on your end.
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-So, what's the upscale process?
Reconstruct the Source Textures, basically, acquire the highest possible quality of each texture of the game by looking at every original release, like for example DEMO discs, console ports, and if necesary the PS2 E3 DEMO. [THE HD PORT IS OUT OF THE QUESTION SINCE THE TEXTURES LOOK LIKE SHIT EVEN THOUGH THEY USE A HIGHER SOURCE TEXTURES AS BASE]
Xbox only step: if the texture is from Xbox, a decompression must be applied first.
Next: tile or mirror the textures to not leave any seamless problem on the table, if necessary.
Finally, Upscale using a mix of 4x_Fatality_MKII_90000_G + 4x_FatalPixels_340000_G, then undo the tiling and save. and we have our 4K Textures Master Ready.
Full process of an upscale texture:
First off we'll compare every version of the texture across all official releases, we'll use XBOX in this case:
Next, we'll decompress the texture using AI: (ONLY IF BASE TEXTURE IS FROM XBOX OR HD)
Afterwards if needed, we modify the texture to prepare it for the AI uspcaling process:
once modified, it's time to upscale it:
Finally, we revert back the changes, and touch a few minor upscaling artifacts and this gives us the final texture that you will see in-game:
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Progress tracker:
Characters:
Allies: 0%
Hoodlums: 30%
Fauna: 0%
Others: 50%
Levels:
The Fairy Council: 80%
Clearleaf Forest: 100%
The Bog of Murk: 50%
The Land of the Livid Dead: 40%
The Desert of Knaaren: 20%
The Longest Shortcut: 0%
The Summit Beyond the Clouds: 0%
Hoodlum Headquarters: 0%
The Tower of the Leptys: 25%
Misc:
Bonus Levels: 10%
Menus: 0%
HUD: 15%
SFX: 10%
Videos:
Cutscenes: 5%
Wanna Kick Rayman: 10%
Note i'm not giving the Source Code of this yet due to being unfinished and because the entire project is over 24GB in size as of the writing of this line.
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HOW TO INSTALL THIS:
Before installing:
Make a backup of the entire Gamedatabin folder.
So far i've only tested it with the GOG release, although it should work with every Rayman 3 version out there.
It will cause text issues with any non-multi5 version, to remedy this extract the typoray.gf file from the cnt_32_1 and cnt_32_2 from your Gamedata folder and with Rayman Control Panel. Then overwrite the typoray.gf's files in the 4K uspcaled CNT's. (i will make a guide for this later, although we'll look into an easier way to install this for the Final release).
- Extract everything from the .7z file.
- Copy and paste everything in the Rayman 3 Gamedatabin folder [Rayman 3\Gamedatabin], overwrite files if asked.
- open up Rayman control panel, go to Rayman 3 and click options or the gears icon from the dropdown menu, go to utilites and click on the synchronize button below Synchronize texture info.
- Better Rayman 3 is not required for this mod ALTHOUGH I STRONGLY ADVISE YOU USE IT.
Changelog:
v0.2
- finished Clearleaf forest (/Wood)
- started bog of murk (around 54 out of 120 or so textures are done)
- started land of livid dead (more than half of it is done)
- refined the HUD and some SFX.
- refined the upscaling algorithim
DOWNLOAD:
(Alpha v0.2 - 1.03GB) After decompression requires 2.13GB of space
https://mega.nz/folder/8iZzCACJ#Qyx8CZiflr0GC4mEOGW2xg
[OLD Versions](Alpha v0.1 - 719MB) - After decompression requires 1.4GB of space
https://mega.nz/folder/Ul4UxD7A#Vkyp_YeOJSDCr-XLulwFNA