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High Resolution Pack discussion and contributions

User is offline   Phredreeke 

#271

I've done a few more shots: close up of Caleb's eyes, close up of Tchernobog's hand, Caleb placing Ophelia on the stone altar, close-up of Ophelia's face on the altar. Those all have fades which I took advantage of to undo posterisation.
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User is offline   Phredreeke 

#272

A look at one of the problem clips and how I'm tackling it.

https://youtu.be/NGbAIr9YEuo

(yes, I overdid the sharpness effect on Cheogh I will re-render with a reduced effect later)
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User is offline   Devon 

#273

View PostPhredreeke, on 22 February 2018 - 04:40 PM, said:

A look at one of the problem clips and how I'm tackling it.

https://youtu.be/NGbAIr9YEuo

(yes, I overdid the sharpness effect on Cheogh I will re-render with a reduced effect later)



Cool stuff!
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User is offline   Avoozl 

#274

I think I am missing something, I downloaded the skyboxes mod and I added the folder and def file to the main Blood directory but it won't work, the skies are still a flat rotating plane.

This post has been edited by Grand Admiral Thrawn: 23 February 2018 - 04:58 AM

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User is offline   Phredreeke 

#275

Since BloodGDX v0.876 you need to add include skyboxes.def in the bloodgdx.def file to use skyboxes.
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User is offline   m210® 

#276

View PostPhredreeke, on 23 February 2018 - 08:32 AM, said:

Since BloodGDX v0.876 you need to add include skyboxes.def in the bloodgdx.def file to use skyboxes.

You don't need nothing. Just place skyboxes.zip to autoload folder and it will working.
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User is offline   Phredreeke 

#277

I've had this sitting around for a while, but work on my upscale pack has stalled. Here's the 4x scale pack. It only has a subset of enemies, and it requires the previous upscale pack for definitions and the rest of the graphics.

https://files.fm/f/qknmy4v7

How does it look? Well here's an animated GIF switching between the original graphic, the 2x upscale in my previous pack, and the 4x upscale.

https://i.imgur.com/mpB74Wt.gif
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User is offline   Phredreeke 

#278

Update to the Cheogh FMV sequence (slowed down to 1/3 speed)

https://i.imgur.com/Sh1OaKU.gif
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User is offline   Avoozl 

#279

I just updated to the new version but now I seem to no longer have voxels for the shell casings for some reason.
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User is offline   JOHN007 

#280

Hello,

Is it possible to apply a filtering effect on the 3d voxel addon?
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User is offline   m210® 

#281

View PostJOHN007, on 09 March 2018 - 05:30 PM, said:

Hello,

Is it possible to apply a filtering effect on the 3d voxel addon?

It's better to use hipoly models. And it will has better fps
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User is offline   Dr_Proton 

#282

How's the textures and videos coming along Phredreeke? :)
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User is offline   Phredreeke 

#283

Honestly work has kind of stalled.

The regular upscale pack is in a state I'm pretty content with.
I have an upgrade to the background upscale pack, but if I release it now it will be needlessly large
As for the FMV, barely touched it since the last video I posted.

(I did make a very early upscale pack for Witchaven, but I have my doubts over whether I'll spend more time on that - I don't particularly enjoy the game)
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User is offline   Phredreeke 

#284

I've uploaded the FMVs processed with a generic smoothing/debanding script. I have specialised scripts for certain individual scenes (as seen earlier in this topic) but those have not been inserted here.



This post has been edited by Phredreeke: 12 April 2018 - 04:10 PM

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User is offline   Dr_Proton 

#285

View PostPhredreeke, on 12 April 2018 - 03:53 PM, said:

I've uploaded the FMVs processed with a generic smoothing/debanding script. I have specialised scripts for certain individual scenes (as seen earlier in this topic) but those have not been inserted here.




That looks pretty damn amazing!

Are you planning to upscale them to 1080p? I've read in thread on Reddit someone is upscaling old Disney shows like Recess by converting the video file to png/jpg, upscaling them with Waifu2x and then converting the images back to video by using Blender.

Can you explain your workflow to me because this is something really interesting and I'd like to see more of it :P
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User is offline   Phredreeke 

#286

Basically, used Bink and Smacker tools to extract the individuals frames, ran those through Waifu2X, the resulting frames were then imported in an AviSynth script where a combination of motion estimating and debanding filters are used, This was then opened in VirtualDub and saved.

I used Blender for my very first upload but it's just too messy compared to just writing an avisynth script.

There's a video earlier in this thread of the FMV using only Waifu2X with no postprocessing, The problem really lies in smoothing out the banding caused by the FMV's limited color depth.

I could provide you with the raw upscaled frames if you're willing to host them (they're about 2GB though)

I think I even attempted a 4K upscale but that's really overkill. 720p appears to be the sweet spot between quality, size and processing time. (Keep in mind the original FMVs were just 320x200 in size)
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User is offline   Dr_Proton 

#287

View PostPhredreeke, on 13 April 2018 - 03:12 AM, said:

I could provide you with the raw upscaled frames if you're willing to host them (they're about 2GB though)

I think I even attempted a 4K upscale but that's really overkill. 720p appears to be the sweet spot between quality, size and processing time. (Keep in mind the original FMVs were just 320x200 in size)


Oh I would absolutely love to see and host them. You could send me a pm and I'll upload the files to a hoster of your choice. :P
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User is online   Hendricks266 

  • Weaponized Autism

  #288

View PostDr_Proton, on 14 April 2018 - 01:46 AM, said:

You could send me a pm and I'll upload the files to a hoster of your choice. :P

He could upload directly to a "hoster of his choice". Did you note the part about 2 GB?
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User is offline   Phredreeke 

#289

A short clip processed for 30fps


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User is offline   Phredreeke 

#290

I've uploaded a new background upscale pack. I had one made that was using a 3x upscale but that broke on the latest BloodGDX version. I've created this instead, which uses a mix of 2 and 4x upscales (palette 0 at 4x upscale with most of other palettes at 2x) as well as 3x for parts not used for geometry.

https://files.fm/f/xhsgs5mu

Screens
https://imgur.com/a/pwWxBMe

Previous upscales linked for convenience
Spoiler


This post has been edited by Phredreeke: 29 April 2018 - 11:35 AM

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User is offline   max_nukem 

#291

View PostPhredreeke, on 29 April 2018 - 11:34 AM, said:

I've uploaded a new background upscale pack. I had one made that was using a 3x upscale but that broke on the latest BloodGDX version. I've created this instead, which uses a mix of 2 and 4x upscales (palette 0 at 4x upscale with most of other palettes at 2x) as well as 3x for parts not used for geometry.


Great result!
But I have some question. I try to upscale textures using waifu2x. And result is not good.
The edges of image is looking very bad.
Posted ImagePosted Image
I think the transparency has something to do with why it isn't able to properly work with the outer edge of the image.
how did you solve this problem?

This post has been edited by max_nukem: 29 April 2018 - 02:45 PM

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User is offline   Mariusz 

#292

Thank you for the new beautiful addition to Blood
I have a question, I do not know if anyone has talked about it before,
in bloodgdx.log I have this text:

warning: defined hightile replacement for empty tile 4055
  Maybe some tilesXXX.art are not loaded?

and

Initializing floor mirror for sector 104
Initializing ceiling mirror for sector 104
Initializing floor mirror for sector 87
Initializing ceiling mirror for sector 87
Initializing floor mirror for sector 14
Initializing ceiling mirror for sector 14
6 mirrors initialized

What do these messages mean?

Regards
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User is offline   supergoofy 

#293

Quote

warning: defined hightile replacement for empty tile 4055
Maybe some tilesXXX.art are not loaded?


I also see this.


Suggestion: Java x64 is recommended if you want to play with Phredreeke' packs and BloodGDX v0.790b
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User is offline   Phredreeke 

#294

View Postmax_nukem, on 29 April 2018 - 02:44 PM, said:

Great result!
But I have some question. I try to upscale textures using waifu2x. And result is not good.
The edges of image is looking very bad.

I think the transparency has something to do with why it isn't able to properly work with the outer edge of the image.
how did you solve this problem?


I basically create a new outline. Without looking into the spaghetti code scripts it works something like this

Make several duplicates of the texture, shift them to different positions and place below the texture

Create a separate transparency mask using the texture. Apply a Gaussian blur (can't remember radius from memory) then apply a threshold value

Merge the texture with the duplicate textures, then apply the above created transparency mask.

View Postsupergoofy, on 30 April 2018 - 01:26 AM, said:

Suggestion: Java x64 is recommended if you want to play with Phredreeke' packs and BloodGDX v0.790b


I second that. You can get away with the 32-bit Java as long as you don't use the background upscale pack, but with it 32-bit Java it turns into crash city.

This post has been edited by Phredreeke: 30 April 2018 - 02:27 AM

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User is offline   Xross 

#295

I've been playing Blood for awhile and I got bored and tired of looking and splash screen so I decided to draw in higher resolution.
Rather than upscaling, I lifted the detail and made with darker contrast. (Took bit of hours but here it is.)

EDIT: Works good on 1920x1080 but seems like it doesn't work in different resolutions in Bloodgdx. :\

Feel free to download the autoload file: https://files.fm/u/adkqfm64

Posted Image

This post has been edited by Xross: 23 September 2018 - 08:34 PM

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User is offline   Xross 

#296

So continuing from yesterday, I've made some progress with HUD and different screen ratio splash screen (16:9, 21:9)

My primary goal when I was customizing with different contributions people have made is to keep everything untouched as possible (original pixelated sprites) but with proper modern feel to it.
So far I've used Phredreeke's updated typeface and fgsfds's voxel models and they look great so far.

I avoid using very clean and mega high-res textures in old school games like this, mainly they make the game look way too different and takes that first impression away compared to the original.
Voxel models I can't wait them to be finished, they look super great with original textures.
So far I've played Doom ports, duke ports with 3d models and high textures, they honestly look terrible... animations aren't great (mostly all look wonky.)

So I'll be updating GUI and splash screen, which should be fairly quick to finish. By doing so, it'll give better legibility and make the game look new again.

Posted Image
Posted Image
I am very satisfied with the result so far...

Posted Image
But this ultrawide splash... I was able to find the original resolution through the forum, not in the file implemented with Bloodgdx. I need some help to identify which tile numbers are associated with wide screen splash images, so I can implement this.

Posted Image
As you can see, I got everything sorted out except the beast's arm part, which seems to be the separate tiles. I am hoping that the image that is being used isn't the part of actual monster sprite. I need a help to identify this side image tile.

I'll be releasing the next update after these problems are solved. Any help and criticisms are appreciated, thanks!
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User is offline   Phredreeke 

#297

The sides of the beast used to be 9216 and 9217, but that was from over a year ago. Also when I tried replacing them positioning didn't end up quite right that's why I never included that version of the HUD in my upscale packs
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User is online   Hendricks266 

  • Weaponized Autism

  #298

View PostPhredreeke, on 25 September 2018 - 02:52 AM, said:

Also when I tried replacing them positioning didn't end up quite right that's why I never included that version of the HUD in my upscale packs

You would need to attach the pieces into one big tile, upscale that, then chop them apart.
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User is offline   Phredreeke 

#299

it's been almost a year since I worked on it, but I dug up the old tiles I had made (but never released)

they were processed in one piece as you described, but once in-game it appears as if the tiles on the sides are squashed a bit

I noticed now that I had cropped the sides of it for some reason, which was probably why it failed to align

Xross: I've attached the original side tiles which I had extracted from BloodGDX

Attached File(s)


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User is offline   Mark 

#300

View PostXross, on 24 September 2018 - 09:25 PM, said:

So far I've played Doom ports, duke ports with 3d models and high textures, they honestly look terrible... animations aren't great (mostly all look wonky.)


I'm disappointed that none of the model makers in these communities ( me included ) seem to take advantage of the plentiful motion capture/animation solutions available these days. Or at the very least download free animated skeletons to use with the models. In my case its because I use an older and more limited program that can not make use of the model formats of that tech. Everyone else...whats their excuse?

It also has something to do with having to match up to the game's timing for anims. For instance, a very detailed hit/pain animation might look cool with say 20 frames. But the short time the game gives to play it before the next bullet hits or it recovers to shoot back at the player makes that many frames of detail difficult to squeeze in. Same for the other anims. So unless the model maker wants to code completely new AI it will be tough to do.

This post has been edited by Mark: 25 September 2018 - 10:41 AM

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