
[RELEASE] Duke Nukem 3D Upscale Pack
#61 Posted 03 April 2019 - 04:17 PM
#62 Posted 03 April 2019 - 04:57 PM
#63 Posted 08 April 2019 - 02:33 AM
This post has been edited by Phredreeke: 08 April 2019 - 02:33 AM
#64 Posted 17 April 2019 - 06:17 AM
Phredreeke, on 05 March 2019 - 04:31 AM, said:
https://i.imgur.com/yQIKTZo.png
If anyone wish to take on the role of "fixing" such problem tiles please either DM me or reply in this thread. (this also applies to Blood as well as potentially other Build games once we got an adequate source port)
I run a quick test with the two-pass xBR/xBRZ method (original and 2x image "zoomed" to match the rightmost 4x upscale):
https://i.imgur.com/R9cRIAZ.png https://i.imgur.com/Sv1kb6H.png https://i.imgur.com/s0R6N4q.png
Also with one of the posters:
https://i.imgur.com/Qhuh1GR.png https://i.imgur.com/OQPt5mo.png https://i.imgur.com/GR0NIny.png
The difference from my previous attempts is that after scaling up I use the G'MIC layer blend function to compose the upscale (this time it's an interpolation of Manga109 and PSNR_4x at 0.5) with the xBR/xBRZ 4x image. Before that, the neural upscale result is run through Kuwahara-Nagao blur at two pixel radius (no detail protection) and converted to the original palette.
#65 Posted 17 April 2019 - 06:59 AM
#66 Posted 17 April 2019 - 08:56 AM
Admittedly the xBR/xBRZ two-pass creates quite some noticeable blur that Kuwahara-Nagao doesn't offset completely, which results in some detail loss.
#67 Posted 17 April 2019 - 09:45 AM
#68 Posted 17 April 2019 - 10:00 AM
https://i.imgur.com/LpmlaxN.png https://i.imgur.com/l0agSUG.png
It isn't really much of an improvement over the raw upscale result:
https://i.imgur.com/I7Rtqda.png
This post has been edited by MrFlibble: 17 April 2019 - 10:02 AM
#69 Posted 17 April 2019 - 10:13 AM
#70 Posted 17 April 2019 - 04:32 PM
MrFlibble, on 17 April 2019 - 10:00 AM, said:
https://i.imgur.com/LpmlaxN.png https://i.imgur.com/l0agSUG.png
It isn't really much of an improvement over the raw upscale result:
https://i.imgur.com/I7Rtqda.png
IMHO in this particular case, no combination of algorithms will handle this sprite well. IMO all letters and outline of girl need to be redone manually in higher resolution. Easier said than done, right :lol:
#72 Posted 18 April 2019 - 03:36 PM
Phredreeke, on 18 April 2019 - 05:14 AM, said:
What happened to their hands? Poor creatures :lol:
#73 Posted 19 April 2019 - 03:22 AM


Here's the new tank upscale - which is probably the worst looking sprite in the released upscale pack


Finally, here's the man himself!

#74 Posted 21 April 2019 - 09:05 AM
I really like this Duke sprite upscale. I did my own little upscaling experiments, end never could get that good alpha edges.
#75 Posted 22 April 2019 - 01:05 PM
http://s000.tinyuplo...412741375397751
https://files.fm/f/uvng46y3
#76 Posted 22 April 2019 - 02:54 PM
Phredreeke, on 22 April 2019 - 01:05 PM, said:
That's not surprising to Fox and me. :lol: The 64 & TM mods replicate colors accurately to the consoles and they do not use lookup tables or palette swapping for water/slime/nightvision.
#77 Posted 22 April 2019 - 03:23 PM
#79 Posted 22 April 2019 - 05:02 PM
Fantinaikos, on 22 April 2019 - 03:23 PM, said:
With exception of the battlelord the enemies of the PS1 and PC versions are roughly the same size. Each enemy typically has its own 64 color palette (some frames of corpses are just 16 colors), while on the PC version 256 colors are shared with everything. I feel that overall the PC version's sprites have cleaner edges.
The pigcop is significantly changed over the PC version (I don't know if other enemies can be explained in differences in lighting but clearly not this one)

The death animations in the PS1 version are gorier most of the time (the exception being the regular pigcop, where they seem to have missed drawing bloodspurts as he falls, curiously the blood is there on the pigcop variants used in the Plug n Pray episode)
These differences are reasons I chose to do the regular enemies as well, and not just the new ones from PNP :lol:
#80 Posted 22 April 2019 - 05:43 PM
Fantinaikos, on 22 April 2019 - 03:23 PM, said:
It seems they practically didn't retouched the sprites on the PC version. They just calibrated their rendering program so the output image could be imported directly into Editart. You must have seen a few scans of highres rendering of the models which match the sprite perfectly.
Phredreeke, on 22 April 2019 - 05:02 PM, said:
I think the model is the same. There are a few differences in the texture, however. The L.A.R.D label with a blood splat is around the chest area instead of the belly. There are a few other differences, also in other enemies.
This post has been edited by Fox: 22 April 2019 - 05:51 PM
#81 Posted 22 April 2019 - 05:52 PM
Fox, on 22 April 2019 - 05:43 PM, said:
Wow, I wouldn't have expected that. As I said, the edges of the PC sprites are very clean. The PS1 version looks closer to what I'd expect an unretouched render to look like.
#82 Posted 27 April 2019 - 11:33 PM
I would like to request rescale of all skies. Thank You in advance!
Phredreeke, on 03 April 2019 - 04:06 PM, said:
Two sets are provided, a sharper one as well as a smoother one with a stronger pre-upscale AA applied.
https://files.fm/f/8y68whc6
This post has been edited by Borion: 27 April 2019 - 11:33 PM
#83 Posted 28 April 2019 - 02:55 AM
As for skies, they involve piecing together lots of smaller tiles, not really something I feel like spending time on when Fox already made a very nice skybox set - or alternatively you could load the skyboxes from the HRP.
#84 Posted 09 May 2019 - 01:37 PM

This will mainly be an improvement for Alien Armageddon, as palswaps (outside of the premade ones) aren't supported in my upscale pack for now.
#85 Posted 10 May 2019 - 03:41 AM
Phredreeke, on 09 May 2019 - 01:37 PM, said:

This will mainly be an improvement for Alien Armageddon, as palswaps (outside of the premade ones) aren't supported in my upscale pack for now.
That is quite inventive way of dealing with color artefacts. Nice, Phredreeke!
#89 Posted 15 May 2019 - 04:35 AM
BTW can anyone tell me 1) what FPS they are meant to play at. 2) How to go about loading the upscaled sequences in-game.
#90 Posted 15 May 2019 - 04:47 AM
This post has been edited by MusicallyInspired: 15 May 2019 - 04:47 AM