High Resolution Pack discussion and contributions
#181 Posted 31 October 2017 - 03:14 PM
https://files.fm/f/4ffqq228
#182 Posted 31 October 2017 - 05:16 PM
Phredreeke, on 31 October 2017 - 03:14 PM, said:
https://files.fm/f/4ffqq228
Thats quite nice, though a little jarring when it returns to the standard font (I realise you havn't attempted to change this yet, if its even possible without other changes?)
As a first pass it really shows potential, great work.
Perhaps eventually though this could be done different internally? As in the fonts are rendered not through an image as it is currently.
Perhaps a long term goal for the project.
#183 Posted 31 October 2017 - 06:58 PM
I also need to figure out color variations
#184 Posted 01 November 2017 - 03:12 AM
Phredreeke, on 31 October 2017 - 03:14 PM, said:
https://files.fm/f/4ffqq228
Thanks. I was meanwhile tinkering with fonts a bit and extracted them from 6xBRZ pack
I think that Desdemona font looks a bit more polished and also there are other upscaled fonts in that pack (red and blue numbers etc). Perhaps you could simply use fonts from that pack for players who otherwise prefer your pack over 6xBRZ.
Edit: I compared it again in game and now it seems to me that yours font is a bit more clear and readable, so I would probably prefer your font. Hard to choose though as both look good.
This post has been edited by J432: 01 November 2017 - 03:53 AM
#185 Posted 01 November 2017 - 12:29 PM
Neither those fonts or mine are upscaled from the original. From the looks of it both use the same font (Desdemona Black) the difference is on how they are shaded.
Mine as with the original only runs the gradient about halfway down, while on the 6xBRZ/HRP fonts they go all the way down.
Here's a comparison. The last one is how the font looks upscaled through Waifu2x (without any additional masking done)
Quick question: Are there any colors other than gold or blue used for the menu font?
This post has been edited by Phredreeke: 01 November 2017 - 01:24 PM
#186 Posted 01 November 2017 - 01:32 PM
#187 Posted 01 November 2017 - 01:51 PM
#188 Posted 03 November 2017 - 05:03 PM
It's a bunch of background tiles from the game upscaled with Waifu2x, I took care to tile the graphics prior to upscaling to ensure the edges are seamless (when relevant). I skipped any tiles with transparency for now as those would have required extra work.
https://files.fm/f/vp555ddf
- There is no DEF file. I expect anyone who these are useful to would figure out how to make one themselves.
- Besides the mentioned tiling and upscaling there is no further processing, no noise passes or similar.
- They are upscaled to twice the original resolution, if there's interest I could provide higher upscales.
- There are no palette variations. You will have to figure that one out yourself sorry This is the primary reason why my graphics upscale pack mostly haven't touched any background graphics
#189 Posted 04 November 2017 - 06:32 AM
Phredreeke, on 03 November 2017 - 05:03 PM, said:
It's a bunch of background tiles from the game upscaled with Waifu2x, I took care to tile the graphics prior to upscaling to ensure the edges are seamless (when relevant). I skipped any tiles with transparency for now as those would have required extra work.
https://files.fm/f/vp555ddf
- There is no DEF file. I expect anyone who these are useful to would figure out how to make one themselves.
- Besides the mentioned tiling and upscaling there is no further processing, no noise passes or similar.
- They are upscaled to twice the original resolution, if there's interest I could provide higher upscales.
- There are no palette variations. You will have to figure that one out yourself sorry This is the primary reason why my graphics upscale pack mostly haven't touched any background graphics
It´s great, but how does it works?. Where is the path to copy and paste this greats textures?.
Thank you very much.
#190 Posted 07 November 2017 - 11:00 AM
Great work on the upscaled textures much appreciated. It seems to play much better if you use the mod? It never reduced the FPS at all.
May I ask what the reason is for the bug with the filtering enabled? There's another great mod which is combined with the upscaled sprites and the 6xBRZ version has no artifacts? Strange?
Might be able to fix the problem?
In the meantime I created some nice shaded 2048x2048 skyboxes which up to now are all seemless, and I back engineered the fonts and numbers for the main menu and HUD.
At the moment I'm using the default textures and still very happy with the 4k resolution, skyboxes, voxels and hd fonts its bloody fantastic!
Should I upload the font/skybox mod?
#191 Posted 07 November 2017 - 12:45 PM
Some testing later and I figured out the fix. Apparently the outline only appears if the files are saved with single transparency as opposed to alpha channel transparency. Next version should be compatible
This post has been edited by Phredreeke: 07 November 2017 - 01:21 PM
#192 Posted 07 November 2017 - 02:31 PM
Phredreeke, on 07 November 2017 - 12:45 PM, said:
Sounds like a bug in BloodGDX that you're working around at the expense of file size.
#193 Posted 07 November 2017 - 03:02 PM
https://files.fm/f/56yrznnr
#194 Posted 07 November 2017 - 04:38 PM
JOHN007, on 07 November 2017 - 11:00 AM, said:
Should I upload the font/skybox mod?
I would very much like to see your efforts! Please do post them.
This post has been edited by Nachuro: 07 November 2017 - 04:38 PM
#195 Posted 08 November 2017 - 10:56 AM
Eternally grateful for the texture update, bloody brilliant! World class. Can't wait to install!
I'll upload the skybox mod but upon closer inspection from the screenshots I see a few errors, its a work in progress I guess.
https://www.dropbox....OD_HUD.rar?dl=0
Many thanks.
#196 Posted 08 November 2017 - 02:36 PM
You'll run into some issues with different font color variations with those fonts BTW in-level text for example at Dark Carnival that should be different colors will be all tan.
Edit: I smoothed the edges of the in-level font and recolored it. I THINK I got all the variations... https://files.fm/f/k2xznnaa
This post has been edited by Phredreeke: 08 November 2017 - 03:30 PM
#197 Posted 09 November 2017 - 02:39 AM
Phredreeke, on 08 November 2017 - 02:36 PM, said:
They look nice. Please, add to your pack also fonts that appear in HUD like health bar numbers etc.
#198 Posted 09 November 2017 - 05:29 AM
I should have saved the textures before I shaded them my mistake.
Yes indeed the skybox textures are recommended with filtering enabled.
Your upscale technique looks more advanced for pixelated textures I don't own paint shop pro or any professional texture editing software.
When I have some spare time I'll attempt to upload a non shaded version of the skyboxes.
Also may I ask if this is on my part there seems to be some errors with the new upscaled spites?
Loading bloodgdx.def... Loading BLOOD_HUD.def... Warning: defined hightile replacement for empty tile 9219 Maybe some tilesXXX.art are not loaded? Loading texture.def... Error: file "upscale\tile3241tr.png" does not exist Error: file "upscale\tile3242tr.png" does not exist Error: file "upscale\tile3243tr.png" does not exist Error: file "upscale\tile3244tr.png" does not exist Error: file "upscale\tile3245tr.png" does not exist Error: file "upscale\tile3246tr.png" does not exist Error: file "upscale\tile3247tr.png" does not exist Error: file "upscale\tile3248tr.png" does not exist Error: file "upscale\tile3249tr.png" does not exist Error: file "upscale\tile3250tr.png" does not exist Error: file "upscale\tile3251tr.png" does not exist Error: file "upscale\tile3252tr.png" does not exist Error: file "upscale\tile3253tr.png" does not exist Error: file "upscale\tile3254tr.png" does not exist Error: file "upscale\tile3255tr.png" does not exist Error: file "upscale\tile3256tr.png" does not exist Error: file "upscale\tile3257tr.png" does not exist Error: file "upscale\tile3258tr.png" does not exist Error: file "upscale\tile3259tr.png" does not exist Error: file "upscale\tile3260tr.png" does not exist
Update here, I cannot seem to find any of the textures mentioned in the log? If that helps at all?
Thankyou very much for the update its bloody epic!
This post has been edited by JOHN007: 09 November 2017 - 05:31 AM
#199 Posted 09 November 2017 - 07:55 AM
The upscaler I use is Waifu2X, it's a neural network processor originally intended for upscaling anime. There's an online version you can try here
I do most of the editing in PSP (out of habit) but I don't see why you couldn't use GIMP.
#200 Posted 09 November 2017 - 10:44 AM
This is brilliant news thankyou for the info. I honestly thought you needed highly expensive editing software.
Much appreciated.
Also I had a bloody good go at blood on well done and after half hour the FPS lagged out again? So strange? I play Blood on a TV could that be the problem? I did try and disable vsync and use windowed mode but its still the same? Seems to cut to 30FPS but all FPS readers indicate full FPS? I cannot for the life of me figure this out?
Its only a small problem as tabing out to desktop and back again fixes the issue but once it starts you have to tab out every 5 minutes?
I even tried a custom 32xAA profile but it made no difference.
We need to contact the guys who fixed this same issue on Duke Nukem Megaton Edition. The thing is, will they offer their expertise?
#201 Posted 10 November 2017 - 08:18 PM
#202 Posted 12 November 2017 - 02:45 PM
#203 Posted 14 November 2017 - 04:54 PM
#204 Posted 15 November 2017 - 01:42 AM
Phredreeke, on 14 November 2017 - 04:54 PM, said:
Looking pretty good.
Damn jojo needs his own game.
One can dream i guess =D
#206 Posted 15 November 2017 - 04:00 PM
https://imgur.com/a/qRAAG
Edit: Ugh... for some reason imgur is applying so much compression onto them they look like crap...
This post has been edited by Phredreeke: 15 November 2017 - 04:23 PM
#207 Posted 18 November 2017 - 08:08 AM
#208 Posted 19 November 2017 - 03:56 PM
Anyway, here is the corrected file and a clean bgupscale.def (no more missing file errors)
https://files.fm/f/gthnnnuu
#209 Posted 25 November 2017 - 08:45 PM
Have you considered upscaling the skybox textures?
#210 Posted 25 November 2017 - 10:42 PM
already been made but that's not ideal. Better would be if I could take the textures used to render the skybox, upscale that, then the skybox could be re-rendered using that.
However right now I'm too spread between different aspects of the upscale pack. Here are things I've been looking into
- Scaling/redrawing fonts
- Doing further upscaling of enemy sprites (from 2x to 4x scaling)
- Touch up spider edge masks
- Doing more advanced processing of upscaled background textures
- Creating new masks for upscaled background objects