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[RELEASE] Duke Nukem 3D Upscale Pack

User is offline   Phredreeke 

#181

If you click the Upscale packs by me link in my signature you get a list including the latest versions

Anyway here's the moddb link https://www.moddb.co...upscale-pack-12
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User is offline   Lunick 

  • Snazzy Ex Tazzy

#182

I'll change the link in the first post to that one
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User is offline   Phredreeke 

#183

A preview of what's being added to the upscale pack

https://i.imgur.com/VE1jEi8.png
https://i.imgur.com/yuCH66L.png
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User is offline   szaman 

#184

View PostPhredreeke, on 26 April 2020 - 02:30 AM, said:

Tireheb on Discord reported that the RPG and freezethrower upscales don't load when using the World Tour stopgap in EDuke32 - after further testing I realised none of the tiles with widescreen replacements in WT have upscales loaded. Worse, when firing the freezethrower there is a gap between the upper and lower sprites. I have made a modified DEF which fixes this. This is not needed for running World Tour in DukeGDX, which uses the original tile numbers for the weapons.

http://s000.tinyuplo...467385577462202


I also have the same problem... The RPG and freezethrower does not upscale. I have downloaded the DEF file from your link, it dosen't seems to work. Maybe im putting it the wrong place? The funny thing is i don't use WT, have it on steam, but it's not connected in any way with Eduke32.

I have putted the file in disk C-->Duke Nukem Eduke32 Upscale pack (my own file name, where i have installed Eduke and upscale) and put it in the same folder where is the dukeupscale.bat file.

I'm doing something wrong then?
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User is offline   Phredreeke 

#185

Do you have any other mods installed? This would include any in the WT folder (as EDuke32 autodetects it)
Also a copy of eduke32.log may help

This post has been edited by Phredreeke: 25 October 2020 - 06:08 AM

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User is offline   szaman 

#186

View PostPhredreeke, on 25 October 2020 - 06:05 AM, said:

Do you have any other mods installed? This would include any in the WT folder (as EDuke32 autodetects it)
Also a copy of eduke32.log may help


Yes i have some mods installed. Your old upscale pack (don't remember what version) and HRP pack, duke3d_music-sc55, duke3d_psx, duke3d_xxx.

Also.. here the eduke32.log i hope it helps..

Attached File(s)


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User is offline   Phredreeke 

#187

Quote

Could not find file "duke3dupscale-fixed.zip".


From what I can tell you're launching it with a BAT file from an old version.
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User is offline   randir14 

#188

I have the same problem with those weapon upscales not loading. All the other weapons are upscaled fine. I'm using the latest eDuke32 + stopgap + World Tour with the current upscale pack from Moddb. I did notice that the weapons in question upscale properly when I used regular Duke 3D Atomic Edition. I downloaded the modified def and replaced the one in wtupscale.zip, I assume that's where I was supposed to put it.

Attached File(s)



This post has been edited by randir14: 25 October 2020 - 06:45 AM

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User is offline   Phredreeke 

#189

when you run dukeupscale.bat do you get a fourth option? Because judging by the log you launched with the first option which doesn't load the WT specific def (this doesn't explain why you don't get upscales in GDX though)
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User is offline   szaman 

#190

View PostPhredreeke, on 25 October 2020 - 06:33 AM, said:

From what I can tell you're launching it with a BAT file from an old version.


Fixed... Forgot that in some "ancient times" i have installed Eduke32 in WT folder, and for some reason the priority has the "WT EDUKE32". After deleting WT from steam, everything work fine now;)
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User is offline   randir14 

#191

View PostPhredreeke, on 25 October 2020 - 06:54 AM, said:

when you run dukeupscale.bat do you get a fourth option? Because judging by the log you launched with the first option which doesn't load the WT specific def (this doesn't explain why you don't get upscales in GDX though)


Ah...for some reason I didn't even notice the fourth option. Everything's working now, thanks.
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User is offline   Phredreeke 

#192

I've released a new version of the upscale pack

https://www.moddb.co...upscale-pack-13

* Liztroop has fullbright eyes
* Pigcop tank was updated
* Faces updated on babes
* Dev pictures in Faces of Death and Pigsty have been upscaled using vintage photos as reference
* First person weapon sprites have generally cleaner palette swaps
* DEFs added for indexed hightile support
* DN64 style liztroop added to Life's a Beach
* The beach babes have had their blue sunglasses recolored grey
* Nuclear Winter has been fixed to load images from the correct folder
* The elves have been given new faces.
* Several tiles have been given new holiday themed versions in NW
* This list is not comprehensive, there's been additional changes besides these
4

#193

Somebody did not like her smile? ;(
Spoiler



She need a denture now, that's why looks angry xD (or it is just lipsitck maybe)
Spoiler



You are trying to make things based on the in-game pixels, to be as close as possible to the original ones, right?


Personally i like the idea to give a bit of your personal touch if it looks better (or our the mind interprets it at least).


So far eveything looks amazing, nice job!

This post has been edited by The Battlelord: 03 December 2020 - 03:22 PM

1

User is offline   Phredreeke 

#194

If you had any idea how many iterations that sprite went through XD and yeah that's meant to be lipstick.
0

#195

Well, in the particular case of that sprite, idk if "going through many iterations" can mean something else https://forums.duke4.net/public/style_emoticons/default/biggrin.gif.
But yeah most of times modding is something like this: Start, use that program to open that thing, convert it to open it with another program, mod/change it at your like, open it with another program to improve it even more, done? Now convert it to the original format and insert it again in the game, cross your fingers that everything will work well, test, done.

And that is just the short way, repeat the process for almost e-v-e-r-y other modding process and countless hours will pass, but passion never die, hats off to you guys, great respect.



View PostThe Battlelord, on 03 December 2020 - 03:07 PM, said:

(or our the mind interprets it at least).


Correction to my drunk words: (or how our mind interprets it at least)

This post has been edited by The Battlelord: 04 December 2020 - 02:39 AM

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User is offline   Phredreeke 

#196

I mean more like how many attempts I made
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User is offline   GemaH 

#197

This doesn't work for me. I'm placing the zip in the Autoload folder but i see no difference in enemies textures.

Do i have to do more steps?

Edit: I'm using the latest version of eDuke32

This post has been edited by GemaH: 06 January 2021 - 06:00 PM

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User is offline   Phredreeke 

#198

It doesn't load from autoload folder. Place it in the EDuke32 folder then extract the BAT file found in the archive (this is both so you can use the upscale pack with the voxel pack without having to modify DEF files, as well as to allow Vaca and NW upscales to be loaded from the same archive)
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User is offline   szaman 

#199

@Phredreeke Does your mod is compatible with Duke Nukem: World Tour?

1.I have dowloaded World Tour via steam..
2. Installed newest Eduke32. (unpack the content to the "main world tour folder" where is the grp of the game).
3. Dowloaded the stopgap file needed for World Tour. (See: https://forums.duke4...bility-stopgap/ )
3. Dowloaded your upscale pack (1.3 Version).
4. The "dukeupscale " zip file i put it the main folder of the game (where is the grp file).
5. Extracted the wtupscale.zip to the main folder of the game.
6. Extracted the dukeupscale.bat to the main folder of the game.
7. launched the dukeupscale.bat, the bat file detects World Tour (numer 4) and the Eduke32 stopgap.

But.. when i choose a episode/campaing the sprites are defeult.. what im doing wrong?

Here is the Eduke32 log file if that helps...

Attached File(s)



This post has been edited by szaman: 14 January 2021 - 10:16 AM

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User is offline   Phredreeke 

#200

Backstory, for the last version of the upscale pack, I made separate DEFs for Life's a Beach and Nuclear Winter that defined all the tiles used for those, including those defined in the main game.

However, since BuildGDX would always load the def file with the main game's upscale file anyway I skipped including those, the idea being that the port would load both DEF files anyway. For the other ports all I needed to do was load both the main DEF file and the expansion DEF file.

So where did it go wrong? Most of the testing was done using a special dev build of eduke32 supporting indexed textures. Shortly before release, I tested with Raze, as that port had previously had issues with upscaled weapon sprites. What I neglected to do was test with eduke32, as I had assumed it would work fine given the testing that had been done with indexed textures... turns out I forgot to add the main def file for it except when option 1 is chosen.

Try replacing dukeupscale.bat with the one I attached

Attached File(s)



This post has been edited by Phredreeke: 14 January 2021 - 12:25 PM

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User is offline   szaman 

#201

View PostPhredreeke, on 14 January 2021 - 11:01 AM, said:

Backstory, for the last version of the upscale pack, I made separate DEFs for Life's a Beach and Nuclear Winter that defined all the tiles used for those, including those defined in the main game.

However, since BuildGDX would always load the def file with the main game's upscale file anyway I skipped including those, the idea being that the port would load both DEF files anyway. For the other ports all I needed to do was load both the main DEF file and the expansion DEF file.

So where did it go wrong? Most of the testing was done using a special dev build of eduke32 supporting indexed textures. Shortly before release, I tested with Raze, as that port had previously had issues with upscaled weapon sprites. What I neglected to do was test with eduke32, as I had assumed it would work fine given the testing that had been done with indexed textures... turns out I forgot to add the main def file for it except when option 1 is chosen.

Try replacing duke3dupscale.bat with the one I attached


Sadly the duke3dupscale.bat doesn't work.
Replaced the dukeupscale.bat with duke3dupscale.bat and nothing change...

Here is the log..

Attached File(s)


0

User is offline   Phredreeke 

#202

Ok, download the bat file it again. I uploaded the wrong bat file... :wallbash:
0

User is offline   szaman 

#203

View PostPhredreeke, on 14 January 2021 - 12:26 PM, said:

Ok, download the bat file it again. I uploaded the wrong bat file... :wallbash:


Works now! Thank You for your time:) if i find some bugs i will let you know here..
0

User is online   NightFright 

  • The Truth is in here

#204

Asking for a friend:
Are there any good upscales of the statusbar (#2462) or the menu fonts yet? The remade one from Megaton still sucks.

This post has been edited by NightFright: 30 April 2021 - 03:35 AM

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User is offline   Phredreeke 

#205

I don't think I touched that, mainly because I tend to play with the default EDuke32 HUD.

As for the red font, me and Tea Monster are considering using a downscaled version of SwissCM's 1.3D font. There is a 4x upscale of the Atomic edition font in the current upscale pack.
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User is online   NightFright 

  • The Truth is in here

#206

I have tried any common upscaler I could find, but none produced a statusbar good enough to use. Result was either too blurry, letters got screwed up or the whole thing kept looking too pixelated. I tried going for the resolution of the Megaton statusbar replacement (1920×153), which is a considerable enlargement.

The redfont from 1.3D was definitely better than the one they used in Atomic and I still don't get why it had to be changed. Legibility was a lot better in the original release.
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User is offline   MaverickUK 

#207

Thank you to everyone for their great work here!

You've inspired my latest Duke Nukem comic all about AI upscaled sprites

http://www.strifefor...20210501Face-Up
2

User is offline   MrFlibble 

#208

View PostMaverickUK, on 30 April 2021 - 12:43 PM, said:

You've inspired my latest Duke Nukem comic all about AI upscaled sprites

http://www.strifefor...20210501Face-Up

An excellent comic to be sure! ^_^
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User is online   NightFright 

  • The Truth is in here

#209

We really need some addon-specific autoload functions like in Raze where they have filter directories. Not only for this project, but also e.g. for the voxel pack.
0

User is offline   Phredreeke 

#210

Yeah, it'd be nice not having to rely on a BAT file to launch
0

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