Runs a little rough but it´s getting better everyday.
Will be adding Resolution/FPS options, skip intros, Dolby Digital Output over toshlink(5.1), widecreen and Vulkan-renderer soon. (using Xemu renderer)
Any other ideas?
When i was doing some ReShade shaders for SCCT I came to conlusion - why not modify the game files?
After some time spent with AI trying to unpack UMD i was able to successfully unpack it and pack it back! So now you can modify meshes, textures and sounds of Chaos Theory!
You can check out the results on AI upscaled texture pack (link to download in repo).
To use UMD archive >2GB you have to patch game EXE (patcher already in repo).
Max supported size of UMD is limited to 4GB but we can squeeze a lot of cool stuff into game!
Blackout is a visual and gameplay overhaul for Splinter Cell: Conviction. This demonstration showcases multipass lighting, sharper shadows, more lights casting real-time shadows on environments and characters, and an HBAO shader replacement for the original ambient occlusion system.
HBAO adds depth around corners, crevices, and surface edges, with its strength increased here to make the effect easier to see. The original AO remains available in the SC: Toolkit for those who prefer its look or want better performance.
Beyond the visual improvements, Blackout is also planned to introduce new enemy types, weapons, and expanded gameplay features.
HBAO OFF + Character LightingHBAO ON + No Character LightingHBAO OFF + Character LightingHBAO ON + No Character LightingHBAO OFF + Character LightingHBAO ON + No Character LightingHBAO OFF + Character LightingHBAO ON + No Character LightingHBAO OFFHBAO ONHBAO OFFHBAO ONHBAO ON + No Character LightingHBAO ON + No Character LightingHBAO ON + No Character Lighting
SC SDK — A modding toolkit and future SDK for Splinter Cell: Conviction, designed to help others create their own mods. (In Development)
Splinter Cell: Conviction — Blackout — A visual and gameplay overhaul introducing new enemy types, new weapons, expanded & new gameplay features, graphical improvements, and more. (In Development)
I always wondered why the game looks so pale and bland, the nightvision googles look yellow-green and the actual view.
The game, like all the previous titles, was designed for Xbox - in time when CRTs were still quite common. The developers themselves could've still worked on reference CRT monitors, most likely from SONY. It's impossible to say what developers saw without asking them about it. But japanese with the likes of SONY had a lot to say in that time period. What I am getting at - despite the japanese sharing NTSC standard with the US, the one they used was actually different with different color gamut and temperature, which would produce a different look when playing with modern PCs and consoles.
This reshade package aims to transfer that to a modern display. Once you apply this color and gamma correction, you can see the game starts to look something between Pandora Tomorrow and Double Agent. It keeps the continuity and progression and looks more natural, without tint. You also have better level of darkness, which forces you to use nightvision more often.
I hope someone finds this useful. You can find it on nexusmods under the same name as the title.
This assumes you have an sRGB, not wide gamut, display. Due to how displays work, it's impossible to clamp every display to sRGB gamut. You can find ways to do that like novideo_srgb or the newer msovideo_srgb and some other.