Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#4381 Posted 18 September 2020 - 06:49 AM
The general idea is a complete overhaul of the pack regarding its core components, i.e. textures and sprite replacements. To put it short: Open trashcan, put highres textures and models we have inside (all of them, no regrets), close trashcan, forget about it and go ahead with adding more faithful and (far) more consistent artwork. Some of the work is actually already done.
HRP 5.0 should/could contain
1) AI upscales of all the original textures (with optional Vacation/DC/NWinter packs)
2) Voxel pack (instead of models)
3) Maphacks (we basically have them already, including necessary adjustments for voxels)
4) SC-55 Music Pack (as before)
The intention is to keep these four packs separate, i.e. it wouldn't be a single file, but any release would bundle those together. Advantage would be that updates for each of the components is possible at any time. Since basically only the voxel pack (with maphacks included) might receive updates after release, this would keep download size for general HRP updates fairly small.
Pros:
1) Consistent art direction and general completeness of textures/"models" (voxels in this case)
2) Music pack, voxels, maphacks and upscaled enemies are basically done already (upscales in Alien Armageddon, for example - unless it's supposed to go beyond 2x resolution)
3) Especially the voxel pack has really high quality and can be considered being faithful to the original sprite art
4) Textures stop being artistic approximations/interpretations to imitate the originals as close as possible - you would HAVE the originals, but in higher resolution
5) We get rid of the super-ugly babe models (just to name the worst of all first). Good riddance!
Cons:
1) Enemies will probably not be 3D any more, but rather upscaled sprites (but TBH that's rather an advantage over the current models since most of those are not really fitting)
2) Polymer isn't supporting voxels yet, i.e. this new HRP would only be for software and Polymost (unless coder team changes it)
3) Visual gimmicks like texture normals/spec maps etc would have to be remade from scratch (if we still want them) since we'd throw everything into the trash that has been made so far
Uncertainties:
1) We would need a few people again who would be willing to actively participate in this endeavor, especially regarding content creation.
2) Are 2x upscales for sprites as we have them already sufficient?
3) What should be the upscale factor for textures? (Suggestion: 4x or 8x)
4) Are there any licensing issues when upscaling original art? (I guess not since it's also done for other games like Doom, Heretic or Hexen)
5) Widescreen (menu/HUD) graphics based on original art. Do we want them? Can anybody make them? Will they work reliably in EDuke32?
6) What to do with the old HRP after this actually happened? (Suggestion: Keep it as something like "HRP Legacy Edition")
Urgent to-dos that I consider necessary/recommendable for this to happen would be:
- Someone has to create AI upscales of ALL Duke3D textures and sprites (sprites we should already have, actually). Addons may follow later
- "Complete" the voxel pack (mainly add Vacation assets, other necessary stuff like pickups is done by now)
- Add EDuke32 code support for automatic vacation.grp detection to choose the correct voxels
- Polymer support for voxels (not a must IMHO, but it'd be a plus)
What say you?
This post has been edited by NightFright: 18 September 2020 - 07:36 AM
#4382 Posted 18 September 2020 - 07:06 AM
#4383 Posted 18 September 2020 - 07:11 AM
NightFright, on 18 September 2020 - 06:49 AM, said:
BTW, what was the reasoning behind the current (?) rule to not include upscales in HRP, mentioned somewhere before?
#4384 Posted 18 September 2020 - 07:42 AM
MrFlibble, on 18 September 2020 - 07:11 AM, said:
As far as I can tell this was the general opinion before high-quality neural upscales were available and everybody was creating cheap-a$$ upscales with underwhelming algorithms like HQ3X and things like that. Maybe there were also legal obstacles/concerns, but I wouldn't know which TBH.
This post has been edited by NightFright: 18 September 2020 - 07:44 AM
#4385 Posted 18 September 2020 - 08:19 AM
My opinion is forget Polymer and norm/spec map textures since the point of this new project would be staying closer to original. Plus I don't think its realistic to expect that much extra effort from the community. Its already a big undertaking to do what you want so far.
This post has been edited by Mark: 18 September 2020 - 08:31 AM
#4386 Posted 18 September 2020 - 08:25 AM
One thing I'll throw in is that we should add palette emulation support for hightile so that upscales can inherit accurate pal and shade automatically. I've looked at doing this but I would have to modify parts of the renderer code that I'm not familiar with.
#4387 Posted 18 September 2020 - 08:51 AM
As Phreedeeke reminded me via PM, it's ofc not just a matter of running all textures and sprites through a filter script and you get top-quality stuff right away. In many cases manual adjustments will be needed. Considering the amount of tiles we are talking about, it's hardly something I can imagine to be done by just one person.
I am aware that we can't expect as much creative output from the comm as we used to have 10-15 years ago, but hopefully that also won't be needed now. We already have a lot of excellent material to work with. The biggest effort will be to get the upscales done in proper quality and making sure they work as intended in EDuke32.
This post has been edited by NightFright: 18 September 2020 - 09:00 AM
#4388 Posted 18 September 2020 - 09:13 AM
Hendricks266, on 18 September 2020 - 08:25 AM, said:
I forgot that Nuke.YKT did most of this work already and we just need to get it ready to merge in. https://voidpoint.io...ests/14/commits
#4389 Posted 18 September 2020 - 09:17 AM
NightFright, on 18 September 2020 - 08:51 AM, said:
Assuming we're only doing upscales and not adding in-between frames for smoother weapon animations it should work in Rednukem as well.
Hendricks266, on 18 September 2020 - 09:13 AM, said:
This branch has actually been very helpful for development of the upscale packs.
This post has been edited by Phredreeke: 18 September 2020 - 09:26 AM
#4390 Posted 18 September 2020 - 10:34 AM
#4391 Posted 21 September 2020 - 08:20 AM
BTW I would also include Fox's skyboxes and the higher quality sounds from Total Meltdown.
#4392 Posted 21 September 2020 - 09:04 AM
#4393 Posted 21 September 2020 - 11:36 AM
A combo of the most recent graphics enhancements that will make Duke3D at its best, the way that was originally meant.
Imagine: Upscale+Smooth Duke+Voxels (possibly upscaled as well)+a file CON that makes the screen shakes (when the player shots or there are nearby explosions, this will add more realism)+HQ musics+HQ sounds (even strongers, ie: shotgun will not do" bang" it will do "BANG", explosions will not do "boom" they will do "BOOM")... drooling, Duke3D the way was meant .
These are also just suggestions, it will surely be a lot of work, especially the upscale part (i guess)
jkas789, on 21 September 2020 - 09:04 AM, said:
This was already stated, they are Dark Wizards
#4394 Posted 21 September 2020 - 12:49 PM
You could even have it compatible with the Old MP branch, for added fragging goodness!
Upscales were originally banned for (IIRC) quality reasons as just up-scalling in PS or GIMP is a mess. There may have been a legal angle of basically re-issuing the original sprites, but I don't see how that would be a problem. The T&C allows you to modify and release the original maps, so I don't see there being any legal issue with textures, especially as they are not straight up-scales of the originals, but AI created interpretations of what they would look like. IANAL.
Current AI upscales look amazing and having a texture/voxel pack would be brilliant. Having one collection of all the goodness in one place is amazing. Take my upvote!
Possible names: Duke Nukem Enhancement Pack (DNEP), Enhanced Resolution Pack (ERP), Duke Nukem Amplifed (DNA). Duke Nukem 3D Squared (DN3D2). Duke Nukem AI Edition (DNAIE).
Oh, oh, oh! I just had a great idea! You could call it Duke Nukem - Reloaded! !!!!!
As to the 'old' HRP, I personally think that the whole thing should be retired until a new renderer is decided upon. You could siphon off the newer Polymer stuff off into a separate add-on pack if you wanted to, but I don't see much point with the limited amount of stuff in it. If there is a new renderer introduced to EDuke, we can see if there is any demand to make a model pack for it.
#4395 Posted 21 September 2020 - 01:41 PM
#4396 Posted 21 September 2020 - 02:30 PM
Phredreeke, on 21 September 2020 - 01:41 PM, said:
I was expecting ERP to be some type of porn
#4397 Posted 21 September 2020 - 04:39 PM
#4398 Posted 22 September 2020 - 02:35 PM
#4400 Posted 23 September 2020 - 01:52 PM
- while using indexed hightiles, should fallback palette swaps be included for other ports?
- is 2x scale sufficient? (my experience is going higher tend to make it look either smudgy or heavily artifacty)
- who is willing to touch up tiles where the upscale "looks off"?
- how faithful do we intend for it to be?
I would also like Dzierzan's smoothed weapons to be worked in, I'm not able to code those though.
#4401 Posted 24 September 2020 - 05:43 AM
#4402 Posted 24 September 2020 - 08:58 AM
Though I may be biased in my opinion (I love voxels!), in regard to Duke 3D as long as the first person sprites and enemy enemy/babe models aren't changed to voxels I think everything will be fine. Personally I think the current monsters voxels that exist in the Voxel project should be handled like they are currently (excluded by default in the def) as they clash way to much aesthetically with the other sprite enemies (even if I think the pig cop tank voxel model is way better gameplay wise than the sprite).
In regards to the upscale of textures I think your current upscale pack looks fine as it is Phredreeke.
#4403 Posted 24 September 2020 - 09:26 AM
Maybe someone else will even decide to take over the HRP one of these days if new 3d models ever come out? None of us knows what the future will hold!
This post has been edited by Lightning_Hunter: 24 September 2020 - 09:27 AM
#4404 Posted 24 September 2020 - 10:20 AM
Still, maybe some things could be salvaged from them. If better resolution textures are being made, maybe use the HRP textures as something to build from, especially in the addons cos the brighter colours used in the
Caribbean HRP are just gorgeous.
#4405 Posted 25 September 2020 - 04:09 AM
Phredreeke, on 25 September 2020 - 03:00 AM, said:
NightFright, on 24 September 2020 - 11:55 PM, said:
I feel like an asshole now cause I could have sent a batch file I made that automates creation of the def file.
To save people time, here's a pair of batch files I use to generate def files for upscale packs. newdefduke is for our current ports, while newdefindexed is for indexed hightiles.
Attached File(s)
-
newdef.zip (666bytes)
Number of downloads: 177
#4406 Posted 25 September 2020 - 03:51 PM
The third shows an issue with palette swaps, I have an idea how to resolve it, but I'd be lying if I said it's not gonna be a bit of a pain in the ass.
#4407 Posted 25 September 2020 - 05:13 PM
#4408 Posted 25 September 2020 - 05:57 PM
The resulting def file then loads the files from the subfolder upscale.
For the other batch file, it will define palswaps for images with the format tileXXXX_YY where YY is the palette.