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Witchaven Upscale Pack

User is online   Phredreeke 

#1

As with last month's upscale pack for Duke Nukem 3D these are created with ESRGAN and custom PSP scripts.

There are no palswaps, so all enemies will appear using their base colors.

https://i.imgur.com/1giZ6dq.png

https://files.fm/f/upt9x8jh
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User is offline   pagb666 

#2

View PostPhredreeke, on 10 March 2019 - 10:46 AM, said:

As with last month's upscale pack for Duke Nukem 3D these are created with ESRGAN and custom PSP scripts.

There are no palswaps, so all enemies will appear using their base colors.

https://i.imgur.com/1giZ6dq.png

https://files.fm/f/upt9x8jh

Whoops! You upscaled the unused enemy xD

Good job!
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User is online   Phredreeke 

#3

I wouldn't have a clue, I don't think I've gotten further than to the second level.
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User is offline   pagb666 

#4

View PostPhredreeke, on 10 March 2019 - 04:40 PM, said:

I wouldn't have a clue, I don't think I've gotten further than to the second level.

Fair enough, it takes some guts to stand this one (and its bugs) ;)
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User is offline   Tea Monster 

  • Polymancer

#5

I appreciate the work you've put into this Phredreeke, and not to knock what you are doing, but Witchaven is a game where things look better with fewer pixels!
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User is offline   MrFlibble 

#6

Actually I think the upscales came out very good and faithful to the low-res originals, and look like something that could've been created back in the day.
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User is offline   skitey 

#7

@Phredreeke
very nice, as always :)

why u haven't done a doom enemy sprite upscale project? there is no skilled project for brutaldoom done yet :( only shitty 3d models

This post has been edited by skitey: 12 March 2019 - 11:57 PM

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User is offline   pagb666 

#8

View PostTea Monster, on 12 March 2019 - 02:46 AM, said:

I appreciate the work you've put into this Phredreeke, and not to knock what you are doing, but Witchaven is a game where things look better with fewer pixels!

Yep, specially the wall textures, they really need an IA upscale. What a pixellated mess... But the game already ran like ass with 4mb of ram back in the day, so I guess sacrifices had to be made.
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User is online   Phredreeke 

#9

I think Tea Monsters meant the opposite (lower res = better)

Attached File  whaven-280-sidebyside.png (65.1K)
Number of downloads: 37
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User is online   Phredreeke 

#10

I'm attempting to make the palswaps for this pack. Here's one of the goblins.

Can someone more familiar with the game tell me what other enemies have different color variations?

Attached File  tile0917.png (12.09K)
Number of downloads: 10
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User is offline   pagb666 

#11

View PostPhredreeke, on 29 March 2019 - 08:00 AM, said:

I'm attempting to make the palswaps for this pack. Here's one of the goblins.

Can someone more familiar with the game tell me what other enemies have different color variations?

Attachment tile0917.png

Here you can find the monsters with palette swaps pictured.
http://dukertcm.com/.../witchaven.html

The "Desert goblin" uses a pink-ish palette swap. The Green Ogre does not appear in the whole game, so don't bother with it. The Midian warriors also come with blue and purple cloak palette swaps.

This post has been edited by pagb666: 30 March 2019 - 07:11 AM

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User is online   Phredreeke 

#12

Ok, I always assumed the knight was the player character.

The colors look a bit off compared to my attempts at extracting and reassembling palettes - note the ogre's tusks.

Attached File  redogre.png (23.1K)
Number of downloads: 1

Can you tell me which one of these better matches the desert goblin?

Attached File  tile0952.png (11.83K)
Number of downloads: 4Attached File  tile0954.png (11.39K)
Number of downloads: 5
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User is offline   pagb666 

#13

View PostPhredreeke, on 30 March 2019 - 08:30 AM, said:

Can you tell me which one of these better matches the desert goblin?

Attachment tile0952.pngAttachment tile0954.png

I'd say it is somewhere in between the two. Check 3:05 here:


This post has been edited by pagb666: 31 March 2019 - 04:05 AM

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User is online   Phredreeke 

#14

Thank you! Turns out it's the one on the left

Attached File(s)


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User is online   Phredreeke 

#15

I looked at the Knights... The palette swap/color choices are really sloppy. Dark portions remain red even in the palette swaps. Here it is next to a preliminary upscale.

Attached File(s)


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User is offline   MrFlibble 

#16

The Witchaven sprites come out really good in the upscale.

View PostPhredreeke, on 10 April 2019 - 03:02 PM, said:

The palette swap/color choices are really sloppy. Dark portions remain red even in the palette swaps.

This reminded me of how many paperdoll clothes sprites in Daggerfall have a similar issue. The default colour is blue, but its darkest shade is almost indistinguishable from the darkest shade of greenish-blue in DF's palette, probably even less so on old CRTs, so these two would get mixed up pretty often.
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User is online   Phredreeke 

#17

Palswaps are a pain in the ass. Duke3D is nice about it in that the sections being swapped out are distinct (blues will rarely be mixed up with other parts of the palette) but in Blood you got at least three different shades of brown which depending on the PLU you use are swapped out for different things. As for Witchaven... even the original game's palswaps don't make much sense to me. See palswap 6 for example

Attached File  witchaven palette.png (5.01K)
Number of downloads: 4

I'm not gonna try to make this "PLU compatible", I'll just process a separate series of images for this palette swap
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User is offline   Devon 

#18

Hmm..

I put both the .zip and the folder aswell in autoload.

But it does not seem to load.

Im using the latest 1.01 of buildgdx.

I got alot of addon in autoload for blood and it works fine.
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User is online   Phredreeke 

#19

The autoload folder should be in the same folder as Witchaven.
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User is offline   Devon 

#20

View PostPhredreeke, on 14 April 2019 - 08:20 AM, said:

The autoload folder should be in the same folder as Witchaven.



It is

Btw did you solve the palette swap on monsters?
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User is online   Phredreeke 

#21

Yeah, the next version will have working palswaps as well as several new upscaled item pickups

Check the video setup in game and ensure True Color Textures is turned on.
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User is online   Phredreeke 

#22

Screenshots displaying newly upscaled textures
Attached File  scr-map2-0000.png (1.14MB)
Number of downloads: 43
Attached File  scr-map2-0001.png (998.45K)
Number of downloads: 38
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User is online   Phredreeke 

#23

Alright, this has been sitting stagnant on my harddrive for a month or so while I've been working on other upscale packs, so I might as well release what I have.

Palswaps have been added for enemies, and a lot of pickups and level decorations have been added as well. No wall/floor/ceiling textures due to palswap issues

https://files.fm/f/9rhs8st6
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User is offline   JOHN007 

#24

This looks bloody brilliant!

Every upscale pack is a work of art.

Thanks again.
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User is online   Phredreeke 

#25

 Phredreeke, on 14 April 2019 - 06:51 AM, said:

I'm not gonna try to make this "PLU compatible", I'll just process a separate series of images for this palette swap



Or so I thought...

https://i.imgur.com/yiu628q.png
https://i.imgur.com/WxGs2PH.png

Left: original sprite (obviously)
Middle: New version
Right: Old version for comparison
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