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[RELEASE] Duke Nukem 3D Upscale Pack

User is offline   Phredreeke 

#151

The Detoon model has a habit of adding white specks to the upscale when used on its own, although I don’t think that’s what happened here.
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User is offline   Phredreeke 

#152

A little preview of what's to come...

Spoiler


:lol:
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User is offline   NightFright 

  • The Truth is in here

#153

Santa Claws is coming to town... upscaled.
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User is offline   Phredreeke 

#154

I have just now released version 1.1 of the Duke Nukem 3D Upscale Pack. Now with support for Nuclear Winter :lol: and DukeGDX

https://www.moddb.co...-winter-sprites

New in this release are weapon upscales (most of which were previously seen in my Total Meltdown upscale pack, although I had for some reason missed including the freezethrower in that), various HUD icons, explosions and similar effects
Posted Image
I've also included new palswaps for frozen enemies and using nightvision glasses. Now pig cops still have red eyes while frozen. This was an important change for DukeGDX support as it lacks greyscale and invert function bits for tints.
Posted Image
Also new is Duke himself.
Posted Image

Enjoy!
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User is offline   Radar 

  • King of SOVL

#155

Awesome. Will all these upscales be included in AA?
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User is online   Danukem 

  • Duke Plus Developer

#156

View PostRadar 100 Watts, on 18 December 2019 - 12:08 PM, said:

Awesome. Will all these upscales be included in AA?


A lot of the effect sprites will be, and some of the character upscales. But for a lot of the characters, we have our own versions made by sebabdukeboss20 based on models that are already higher res than the original art.
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User is offline   Phredreeke 

#157

AA is ATM the only way to use the upscale pack with working fullbrights (although with the new pack they at least remain red when frozen or in nightvision mode)

If you decide to keep the legacy weapons and not replace them outright I would hope you'd use my upscales for those.
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User is offline   Radar 

  • King of SOVL

#158

The shotgun shooting animation is messed up. Maybe the tiles aren't properly defined.
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User is offline   Jimmy 

  • Let's go Brandon!

#159

The shotgun shooting animation is broken in the original game. lol
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User is offline   Phredreeke 

#160

Radar is right. After the final frame of the shotgun fire animation it reverts to the unupscaled tile for a bit (while at the same time narrowing its size slightly)

Edit: Spot the error
Attached Image: spottheerror.png

This post has been edited by Phredreeke: 19 December 2019 - 11:31 AM

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User is offline   Phredreeke 

#161

I redid some of the tiles for the Total Meltdown upscale pack

https://imgsli.com/MTA3NzI
https://imgsli.com/MTA3NzQ
https://imgsli.com/MTA3NzU
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User is offline   Phredreeke 

#162

Upscaled Geisha sprite

Attached thumbnail(s)

  • Attached Image: geisha.png

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User is offline   Phredreeke 

#163

Did some touch ups on the pigcop tank. Here it is next to the old version

Attached Image: tile1983-compare.png

Yes, the cannon pipes need fixing. but at least the pig cop inside look so much better...

Edit: Fixed the cannon pipes, slideover comparison with original sprite here https://imgsli.com/MTE5NjA

This post has been edited by Phredreeke: 10 February 2020 - 08:20 AM

3

User is offline   Phredreeke 

#164

It's time to limbo!
Attached Image: duke0004.png
1

User is offline   Phredreeke 

#165

Attached Image: tile1322.png
Soon
1

User is offline   Phredreeke 

#166

As hinted in the last two posts, here's the upscale pack for Life's a Beach

It will be merged with the main upscale pack in the next release, but for now it's a standalone. The BAT file included works with EDuke32, Raze and RedNukem, and the addon can be loaded from DukeGDX's autoload folder.

https://www.moddb.co...ch-upscale-pack

Here are some sprites from the pack for comparison
Posted Image
5

User is offline   NightFright 

  • The Truth is in here

#167

For some reason, that bottle (sun lotion or hot sauce?) and banana pack look like deviations, the rest is quite good.
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User is offline   Phredreeke 

#168

Yes the hot sauce and banana crates were created by downscaling the pickup sprites. I did however reposition the chili pepper on the hot sauce to more closely match the original.

The other inventory sprites were created in similar ways, they are just closer to the originals.
2

User is offline   NightFright 

  • The Truth is in here

#169

Ah, right. Well the inventory sprites are so small that there's hardly anything for any upscaler to work with. I guess it's an acceptable compromise since it's still based on the original artwork.
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User is offline   Phredreeke 

#170

For comparison, here's the original, an upscale of the original sprite, the upscaled pickup sprite and the downscaled and edited pickup sprite used in the pack. I took far greater liberties with the Blood upscale pack.

Attached thumbnail(s)

  • Attached Image: hotsauce-comparison.png


This post has been edited by Phredreeke: 15 February 2020 - 11:58 AM

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User is offline   Phredreeke 

#171

I've updated my upscale of the pig cop tank. (with some help from Cianez)

Attached Image: spritesheet.png

Here it is next to the older version for comparison

Attached Image: comparison.png
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User is offline   MrFlibble 

#172

The new version certainly looks a lot more like authentic art that was originally created at this resolution, compared to previous upscales. I fancy a lot of manual work went into this but I guess without AI upscales, manually making 2x versions of the same sprites would range from significantly harder to nigh impossible. Great job!
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User is offline   Phredreeke 

#173

Honestly, this was relatively simple compared to some other sprites I've dealt with. Here's the sprite before downscaling and palettisation, next to the pigcop sprite I used for the face.

Attached Image: tile1975+2030.png

The back of the tank was updated as well!

Attached Image: tile1981-compare.png

This post has been edited by Phredreeke: 07 March 2020 - 05:18 AM

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User is offline   Radar 

  • King of SOVL

#174

The nuke coin from the main menu might have been a more accurate sprite to use.
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User is offline   Phredreeke 

#175

I've done edits of the mask to my new DN64 inspired Liztroop, here are some comparison shots next to the old upscale

Posted Image

Now for people using my upscale pack, I want to know whether I should go ahead and use this as the default liztroop for the upscale? (only for the classic episodes of course, not Vaca or NW)
4

User is offline   Phredreeke 

#176

I've uploaded a new version of the upscale pack

The Life's a Beach upscale pack has been merged into it but other than that there's a lot of new stuff in it.

* All sprites now have at least 5 palswaps defined
* New Liztroop sprite inspired by Duke Nukem 64 (only base game)
* Enforcer sprite have had further touchups (only base game)
* New Pig cop tank sprite
* Fullbrights added for pigcops, battlelords, sentry drones and protector drones (currently only working in EDuke32 and RedNukem, base game only)
* Most babes have been upscaled
* More pickups have been upscaled
* A lot of switches, signs and posters have been upscaled
* Most base game weapon sprites have been reupscaled, and will now load widescreen sprites outside of DukeGDX
* Life's a Beach has been merged to the upscale pack
* Life's a Beach has new beach babes and a Duke sprite
* Removed some unused palswaps of pigcops, commanders and floating dragons in Life's a Beach
* Nuclear Winter pigcop and snowmen have been updated
* World Tour Incinerator and Firefly upscale
* New BAT file compatible with Raze and RedNukem


The old Liztroop has been included as an alternative if you prefer it to the new version.
2

#177

View PostPhredreeke, on 20 April 2020 - 01:51 PM, said:

Now for people using my upscale pack, I want to know whether I should go ahead and use this as the default liztroop for the upscale? (only for the classic episodes of course, not Vaca or NW)


Maybe not as default, however, imo, including it as alternative would surely be nice, i think people like to choose and customize their experience in their own way, as far is simple too.
Do you think upscale may be used in combination with some other mods like voxels and/or smooth Duke in the future? This would mean a lot of additional work obviously, but the combo effect would be something like an Explosive Wow!

Thanks a lot for the updated version!
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User is offline   Phredreeke 

#178

Smooth Duke would obviously need its own upscales. It's doable but would probably be its own release. Since you would need new CONs for that anyway you could load the upscales as tilefromtexture and resize it with CON code so to make it compatible with the classic renderer (this is not something I know how to do though, sorry!)

Voxels will override upscaled sprites. As for upscaling voxels it is theoretically possible but I haven't attempted to do that. I would need software that's capable of exporting and importing voxels as a set of 2D slices.

I decided to make the new Liztroop default because I prefer it to the older upscale. How do you like the babes and posters?
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#179

Say, would you like to upscale these NW/Vaca stuff too as optional content? Currently if someone desire to use them together, the result is predictable.
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#180

View PostPhredreeke, on 25 April 2020 - 10:54 AM, said:

I decided to make the new Liztroop default because I prefer it to the older upscale. How do you like the babes and posters?



The first noticeable thing are the fonts in the main menu, it give a refreshing look, same for the first person weapons (i was so damn focused on them xD) i should lie by saying that the other sprites, like posters does not look good, because actually they look nice too!Not sure if about the babes do you mean the caught ones bye aliens? (because on the posters they look ok)

About the new Liztroop, if i understand right it should be the blue one? Because i still get the green upscaled one (noticed the bright red eyes too).

Voxels: Yes i was afraid to ask, worried for more complications.

This post has been edited by The Battlelord: 25 April 2020 - 11:41 AM

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