Duke3D HRP: new/updated art assets thread "Post and discuss new or updated textures/models for the HRP here"
#4411 Posted 26 September 2020 - 05:52 AM
Would it be possible to expand on this idea so that it works with the existing texture name and format? My projects usually have a combo of texture formats and non-sequential names.
This post has been edited by Mark: 26 September 2020 - 05:52 AM
#4412 Posted 26 September 2020 - 11:55 AM
While this one looks better, others end up looking far worse...
#4413 Posted 27 September 2020 - 12:00 AM
#4415 Posted 28 September 2020 - 01:38 AM
What textures get used in ERP* is up to NightFright, at least until we form some kinda working group for the project.
* I'd propose changing Enhanced Resolution Pack to Enhanced Resource Pack to better reflect the scope of the pack. After all the upscaled assets are only part of it.
#4416 Posted 28 September 2020 - 02:14 AM
To which degree would the 2x sprites from Alien Armageddon be directly usable elsewhere?
PS: And yeah, the old HRP would ofc not disappear, maybe with a label like "Legacy Edition" or something.
This post has been edited by NightFright: 28 September 2020 - 02:18 AM
#4417 Posted 28 September 2020 - 02:38 AM
NightFright, on 28 September 2020 - 02:14 AM, said:
I've already sent you the latest upscales, which goes beyond what is included there.
#4418 Posted 29 September 2020 - 03:04 AM
#4419 Posted 29 September 2020 - 04:05 AM
With the rest I could live.
This post has been edited by NightFright: 29 September 2020 - 04:08 AM
#4420 Posted 29 September 2020 - 04:34 AM
(not shown here but I've also been working on adding fullbright eyes to the liztroop)
#4421 Posted 29 September 2020 - 05:30 AM
#4422 Posted 29 September 2020 - 05:36 AM
#4423 Posted 29 September 2020 - 06:26 PM
Yeah, the font choice is bad and the words "Missiles" and "Rockets" is a little too on the nose.
Here's my take on the RPG ammo crate, I used a stencil font to give it a military look, and I called it TBG-7V MK2 (based on a real type of RPG ammo)
#4424 Posted 29 September 2020 - 06:44 PM
Phredreeke, on 29 September 2020 - 03:04 AM, said:
Ammo pickups have text Missiles resp. Rockets added to them.
I like Rellik's text.
Phredreeke, on 29 September 2020 - 03:04 AM, said:
Labels for switches remade (using Megaton font)
The font is a good match, but the text might need some kind of detail texture applied.
Phredreeke, on 29 September 2020 - 03:04 AM, said:
Here I opted to use a recolored tile from Shadow Warrior. The most telltale sign being the noise bars in the middle.
The Duke tile replacement shouldn't have the noise line.
Phredreeke, on 29 September 2020 - 03:04 AM, said:
Liztroop edited to have larger eyes like the DN64 counterpart.
This should be its own mod or option.
Phredreeke, on 29 September 2020 - 03:04 AM, said:
I used the separate pigcop sprite to improve definition of the pig in the tank. Cianez redid the LARD text of the tank.
Looks good, except the text which doesn't match the original sprite and also looks pasted on.
#4425 Posted 30 September 2020 - 01:06 AM
Rellik: thanks for contributing
This post has been edited by Phredreeke: 30 September 2020 - 01:41 AM
#4427 Posted 01 October 2020 - 04:18 AM
This does not include the tiles originating from my upscale pack (as seen in my recent post). It's also of dubious use to anyone without a build with indexed hightiles (although I suppose the HRP's tint defs could substitute for some cases) There's also no edits to any individual tiles, meaning some looks kinda... meh.
Can we have a newer build of EDuke32 with indexed hightiles? The most recent one I have is from May.
I took a screenshot at the start of Lunar Reactor to compare with the previous one
#4428 Posted 04 October 2020 - 03:16 AM
I ran a few Duke3D textures through it (actually I mixed in a little bit of another model by the same author, Rebout Blend; alpha = 0.1), scaled down to 2x ("Bicubic better" method in mtPaint) and palettised using mtPaint's Dithered (effect) method (zoomed up 2x with nearest neighbour for better readibility):
No idea how these would look in-game though. Also I haven't tested them for proper tiling.
#4429 Posted 04 October 2020 - 03:23 AM
Lollypop is indeed a nice model and those are good results. The main reason for using Manga109/DeviantPixel HD is I already had all the tiles tiled and upscaled using it.
this is your upscale of tile 157 with the red palswap.
Had the same issue with my upscale, as can be seen in the screens I posted. What I did to resolve it was to make a copy using a palette excluding certain rows of the duke palette (those that cause those bright streaks), then I used a script that compared the palswaps of those two versions with a third (upscaled from a pal02 swapped tile) and created a mask based on which version is closest.
This post has been edited by Phredreeke: 04 October 2020 - 03:46 AM
#4430 Posted 04 October 2020 - 09:14 AM
Lollypop is neat because it seems to correctly deal away with dithering most of the time, instead of trying to expand those pixels into patterns that are not supposed to be there.
Here are 4x originals for some of the above, also palettised with mtPaint dithering:
#4431 Posted 04 October 2020 - 09:20 AM
Also, here's an alternate download link https://files.fm/f/95csuhcz
This post has been edited by Phredreeke: 04 October 2020 - 09:23 AM
#4432 Posted 04 October 2020 - 10:51 AM
I'd also recommend using Image Analzyer to convert the images back into palette. I haven't used mtpaint myself, but I've seriously never found another program that even comes close to Image Analyzer, even ones that cost hundreds of dollars. It appears most programs just grab the closest color it finds first, whether than the best color match it can find which Image Analyzer does.
#4433 Posted 04 October 2020 - 11:21 AM
That said, most of the models for ESRGAN are hardcoded for 4x scale so the 2x upscales are downscaled in postprocessing anyhow.
Edit: Here's a tile from the 4x pack I uploaded, next to a 2x scale tile for comparison
This post has been edited by Phredreeke: 04 October 2020 - 11:48 AM
#4434 Posted 04 October 2020 - 12:18 PM
On the other hand, if the model outputs 4x then use that, unless the extra steps at the end depend on downsampling.
#4435 Posted 04 October 2020 - 12:27 PM
#4436 Posted 04 October 2020 - 12:36 PM
This upscaling process does not seem to bring forth more details like neural upscaling, so my assumption would be that higher resolution would not automatically mean better image quality. A certain blurriness cannot be denied in general.
This post has been edited by NightFright: 04 October 2020 - 12:38 PM
#4437 Posted 04 October 2020 - 01:01 PM
https://imgsli.com/MjQzODE
https://imgsli.com/MjQzODI
Edit: Lollypop has some weird side effects (scaled 2x afterwards for clarity)
This post has been edited by Phredreeke: 04 October 2020 - 02:18 PM
#4438 Posted 05 October 2020 - 08:16 AM
Phredreeke, on 04 October 2020 - 01:01 PM, said:
Honestly I think dev portraits should not be upscaled. Hunt down the original pics, or use any other pics of them if you need, or don't touch the low res stuff at all.
Anyways, I interpolated Lollypop with Rebout Blend at 0.5 which seems to produce clean results that seem rather accurate to the low-res originals.
Phredreeke, on 04 October 2020 - 09:20 AM, said:
Not that I know of. But the Dithered effect is rather similar (albeit, I believe, better) to a method used by GIMP.
Jimmy, on 04 October 2020 - 10:51 AM, said:
I got Image Analyzer a while ago when you mentioned it in a similar context. It is indeed very good at finding colour matches when palettising (certainly better than other tools that I tried), except I have found no way to use dithering with a specified palette.
#4439 Posted 05 October 2020 - 08:44 AM
edit: I started searching here and found a post of mine from Jan 2018 that also mentioned someone found the highres heads and that I remade 1 tile. So concentrate your searching before that date.
This post has been edited by Mark: 05 October 2020 - 09:00 AM
#4440 Posted 05 October 2020 - 11:03 AM
This post has been edited by Jimmy: 05 October 2020 - 11:13 AM