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Duke3D HRP: new/updated art assets thread  "Post and discuss new or updated textures/models for the HRP here"

User is offline   Phredreeke 

#4681

Brightened the back of the star slightly, here it is next to the original tile

https://cdn.discordapp.com/attachments/311884728317771777/830826112011468830/tile0823-compare.png

A side effect is that on some tiles the lettering appear backwards lol
2

User is offline   Tea Monster 

  • Polymancer

#4682

Here is a quick sneak peek.



7

User is offline   Phredreeke 

#4683

A couple of wall tiles. These needed special care due to the heavy use of dithering on them

Attached thumbnail(s)

  • Attached Image: tile0215.png
  • Attached Image: tile0214.png
  • Attached Image: tile0251.png

2

User is offline   MrFlibble 

#4684

Those look pretty good.
0

#4685

View PostTea Monster, on 22 April 2021 - 02:55 PM, said:

Here is a quick sneak peek.





Wow, didn't know things had progressed that far!
0

User is online   NightFright 

  • The Truth is in here

#4686

Special request:
Can anybody make a widescreen version of the HRP statusbar? I wondered why nobody has ever given it a try. It's actually not that bad, certainly better than the one Megaton had. Ideally, target resolution should be 1920x153.

(I am also asking since I am considering activating the widescreen tiles in HRP by default after all these years.)

This post has been edited by NightFright: 04 May 2021 - 06:09 AM

1

User is offline   Phredreeke 

#4687

After helping Nightfright with the 3D Realms tile in his fixes pack, I decided to attempt upscaling it
Attached Image: tile2492-snp-dither.png

The trademark symbols are a bit rough, but otherwise I think it's good
4

User is offline   MusicallyInspired 

  • The Sarien Encounter

#4688

Quite good!
0

User is offline   MrFlibble 

#4689

Not bad, but it has this slightly "painted" look, especially on the bolts/screws. Did you mix in Manga109Attempt again?

This post has been edited by MrFlibble: 20 May 2021 - 04:00 AM

0

User is offline   Phredreeke 

#4690

Nope, it's dedither + nickelback. I did however add some light salt n pepper filtering after upscaling
1

User is online   NightFright 

  • The Truth is in here

#4691

Ingame it looks quite good. You also won't look at it for too long, keep that in mind.
0

User is offline   MrFlibble 

#4692

Did I ever imply it looked bad? I just tried t draw attention to the fact that different models produce different looking textures on the images, even if the shapes are more or less the same.

Also Phredreeke keeps forgetting to mention which model is used for the upscales shown, so I have to ask every time. I'm pretty certain I'm not the only person who could find this information interesting and useful, and since both ESRGAN and most of the models for it are in public space anyway, there seems to be little reason to withhold this knowledge.

This post has been edited by MrFlibble: 24 May 2021 - 03:55 AM

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User is offline   Phredreeke 

#4693

Mostly if I don't mention the model it's one I've already brought up earlier in the thread. The last post with the dithered walls is an exception, it used Pixelperfect for the underlying image (with some parts copied from Nickelback IIRC)
0

User is online   NightFright 

  • The Truth is in here

#4694

Behold! The "miraculous" HRP statusbar widescreen-ification!

https://i.imgur.com/POXUwfc.jpg

I am looking for brave souls willing to create widescreen (16:9) versions of the following existing HRP menu tiles, ideally in 1080p res (no mere tile stretching if it can be avoided, please):
- 2456 (menu tile)
- Based on 2456 (using it as background): 2445, 2504-2506, 3280
- 2492, 2493

Eternal glory awaits anyone who is capable of aiding in this task, for it will be for what is most likely going to be the very last HRP update ever.

This post has been edited by NightFright: 25 May 2021 - 08:21 AM

3

User is offline   Phredreeke 

#4695

Was the "bend" originally that jagged? :unsure:

2492 and 2493 already exist in widescreen though https://svn.eduke32....2Fwidescreen%2F
0

User is online   NightFright 

  • The Truth is in here

#4696

They do, but not in 16:9. Adjustment would result in image distortion.

Regarding the statusbar: That's what it looks like ingame. I guess it's the same with the original tile.
1

User is offline   Phredreeke 

#4697

Well, I had a look at them, and one thing that bothered me was the blockiness of the background. I attempted removal and uploaded the result (zoomed in) here https://imgsli.com/NTUzODA

If you like the result I'll do that other side of the image too
0

User is online   NightFright 

  • The Truth is in here

#4698

Yeah, I think it's a change to the better, as long as image quality doesn't suffer in general. Sadly, some of the menu tiles are jpgs, which isn't a good format for editing. That's why I chose all widescreen tiles to be pngs now.
0

User is offline   Phredreeke 

#4699

Since NightFright requested a widescreen version of 2456, I began by attempting to run it through a JPEG deartifacting model. While doing so, I got the idea to attempt upscaling it. The original was split into 4 slightly overlapping quadrants, which were scaled down to 75% before being upscaled with NMKD's Superscale-Artisoftject model, which were then reassambled. I then did a crude widescreen version (simply duplicating the middle section and fading from the left to the right side, it's not quite 16:9 as I tried lining up some recurring patterns in it) which I passed on to Tea Monster. He showed interest in it, so I sent him both my widescreen version as well as the regular 4:3 upscale. He then edited it to make the patterning less regular.

I have attached it as a JPG due to size considerations, but we'll provide lossless PNG for further editing as needed for the tiles using it as background.

Slide-over comparison here (I had to crop it to a small section due to the large size) https://imgsli.com/NTU1MDI

Attached thumbnail(s)

  • Attached Image: 2456-composite-wideTM.jpg

3

User is online   NightFright 

  • The Truth is in here

#4700

So, updated list of what I still need in 16:9 aspect ratio:

- HRP title: 2492
- Menu tiles with text, based on #2456 (using it as background): 2445, 2504, 2505, 2506, 3280
- Level ending screens: 3240/3245 (also old version: 3240/3245)
- Level loading screen: 3281

(I managed to whip up a new #2493 by myself in the meantime.)

This post has been edited by NightFright: 26 May 2021 - 11:36 PM

1

User is offline   Phredreeke 

#4701

Attached Image: hrpcredits.png
1

User is online   NightFright 

  • The Truth is in here

#4702

Yeah, that was an embarrassing mistake in #2505, and it was wrong in the HRP since years without anybody saying anything, sadly. Nevertheless, it shall be corrected now, at long last.

Attached thumbnail(s)

  • Attached Image: 2505_fix.jpg


This post has been edited by NightFright: 27 May 2021 - 09:26 PM

6

User is offline   Phredreeke 

#4703

New title screen for the upscale pack
https://cdn.discordapp.com/attachments/768066414706819082/848935238636929074/tile2493-wsedit7.png

The buildings on the bottom were provided by Tea Monster

Models used for upscaling/processing were Dedither, Nickelback, Unresize and Pixelperfect
I used a mix of fonts from HRP and SW Classic Redux for the bottom text

Thankfully the v0.99 provided a textless version of the background, which made replacing the text easier.

This post has been edited by Phredreeke: 31 May 2021 - 06:59 AM

3

User is offline   Phredreeke 

#4704

Here's one tile, split into three different sections based on different colors used. I will process these tomorrow, but I'll post these here now, giving you a chance to use them on your own upscaling attempts.

Attached thumbnail(s)

  • Attached Image: tile0874.png
  • Attached Image: tile0874.png
  • Attached Image: tile0874.png

0

User is offline   Phredreeke 

#4705

rotor go brrrrr

https://cdn.discordapp.com/attachments/311884728317771777/851505999957590016/helianim.gif

(before MrFlibble asks, I used Nickelback for this followed by downscaling and running through BCGone-Detailed, then I did my usual redithering filter)

This post has been edited by Phredreeke: 07 June 2021 - 09:08 AM

3

User is offline   MusicallyInspired 

  • The Sarien Encounter

#4706

That's a big chopper, isn't it. Never really noticed how big it is.
0

User is offline   Phredreeke 

#4707

Another tile where I spent a disproportionate amount of time relative to how frequently it is used (in just one level in the original four episodes, who here knows which one?)

https://imgsli.com/NTcxNDc

Now this is a rotated version of tile 734. So, to avoid the aliasing present from back when it was rotated in the 90s I decided to take the upscale of tile 734 and tile and rotate to match this one. After this I followed the ordinary redithering and repalettisation process.

Here's the upscale of 734 for comparison

https://cdn.discordapp.com/attachments/768066414706819082/851612332211306536/tile0734.png
2

User is online   Aleks 

#4708

View PostPhredreeke, on 07 June 2021 - 04:30 PM, said:

Another tile where I spent a disproportionate amount of time relative to how frequently it is used (in just one level in the original four episodes, who here knows which one?)


Freeway, of course! Just wanted to add that it is pretty frequently used in user maps for trimming, as this is basically one of the very few textures with proper diagonal lines, so ideal for stuff like staircase railings etc.

2

User is offline   Phredreeke 

#4709

https://imgsli.com/NTczNDI

Another composite of multiple upscales. Among the models used were Pixelperfect, Sourcetex2, Spongebob Reloaded-SWAG
2

User is offline   MrFlibble 

#4710

It will probably look fine in the game as it is, but the screen panels could use a few tweaks here and there. In fact, an artist would likely have done a better job redoing the panel manually, while the map, yes, that looks good with the AI.
0

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