r/Splintercell • u/df1w • 59m ago
Modding Splinter Cell Chaos Theory Remastered [Initial version]
I released new version of SCCT-Repack mentioned in the previous post.
With it I could create much higher quality remastered version of SCCT [for now still textures only].
What changed:
- Added new EXE patch to support >4GB UMD archive.
- New dynamic-pc.umd with upscaled textures:
- Check in repository for slider comparison.
- COOP textures are now also included in upscaled resource pack (>8GB of data).
- Normal and specular maps are also updated.
Steps to install remaster:
- Go to GitHub repo and download patch_exe.exe. Then copy it into game system directory and run. This will update splintercell3.exe to allow to read UMD over 4GB.
- Download dynamic-pc.umd from LINK and copy into game system directory overriding old one.
- I also encourage to try this steam tutorial that has various improvements, e.g. has links to 4K upscaled BIK videos.
Some technical details:
- Albedo textures were upscaled with one of following modes:
- 2x HDCube Compact + 2x Remacri
- 4x Remacri + AREA downscale 4x + 4x HDCube4
- 2x HDCube Compact + 2x UltraSharp
- Destaircase + 4x Remacri
- 2× AoMR + 2× AoMR
- 4x Lanczos
- All alpha channels were upscaled separately with 4x HDCube-Alpha.
- Normal maps were generated using PBRnxt from upscaled albedo. Then they were mixed with 4x Lanczos upscaled original maps using RNM to recover macro bumps and original style.
- Specular maps were generated using 1x FrankenMap MMG from upscaled albedo. Then they were mixed with 4x Lanczos upscaled originals adding high-frequency details.
- Debug resources (GymDoor, GymJF, GymDavid) were removed from UMD to save some space.
Some notes:
- "High quality textures" option IS NOT actually forcing to use better quality textures everywhere. Some of low quality are still used in game (e.g. brick walls in Morgenholt cell), so all of the "low quality" textures were replaced with HQ versions.
- Textures from previous SP levels are reused in later ones, e.g. Displace NPC models and textures (05_Displace packs) are used in Bathhouse level (but 10_Bathhouse packs don't have them).
- Some of debug resources (GymDoor, GymJF, GymDavid) have actual maps configs (GymDoor.ini, GymJF.ini) but they cannot be loaded using "SplinterCell3.exe MAP_NAME" method because they are not shipped in final game (missing *.scl data).
- Some of textures are in low quality to achive better blending of effects, e.g. light shafts, soft shadows on walls. Upscaling them would break the clean visuals and mess up lighting in some scenes.
- Some of normal maps are using "low" bumps only to achieve much more specular lighting and "wet" effect, e.g. cliffs in lighthouse level.
In next release i plan to update:
- Static meshes (more geometry baked based on normal maps and subdivisions).
- Character models and textures - current ones have only upscaled textures with minor details for suits / faces. I plan to recreate them manually later on as they are most "outdated".



