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High Resoultion Pack discussion and contributions

User is offline   Mr. Death 

  • 4

#241

View PostFantinaikos, on 10 January 2018 - 03:59 PM, said:


Awesome!

Thanks Fantinaikos :)
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User is online   M210 

  • 458

#242

http://m210.duke4.ne...les/highres.zip
Ok, it's seems working. But I didn't scripted menu fonts and some menu's textures.
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User is offline   Fantinaikos 

  • 278

#243

Apparently the readapted highres pack crashes because the textures are not a power of two, probably it's the same reason for which the scaled enemies pack does not work for me. I think this is the problem now infact the skyboxes that are 512x512, so perfectly proportionate and squared, never gived me any problem.

Can you repack all the highres pack with same width and height or in other power of two form? This should not give any visual trouble to anyone ingame.

This post has been edited by Fantinaikos: 11 January 2018 - 07:11 AM

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User is offline   Phredreeke 

  • 195

#244

My skyboxes are 960x960 and they still load with no problem. Speaking of which...

Here are my second (standalone) Skybox release. The episode 1 and 3 skyboxes are the same as in my previous Blood upscale pack. Episode 2 has received some touchups, most noticably the moon has been resized to be round instead of oval. Cryptic Passage receives a new skybox as I had previously shown in this thread.

The recolored skyboxes from Deathwish return.

https://files.fm/f/em8ugbph

Screenshots

https://imgur.com/a/kF8uh

Edit: If you can't get those skyboxes to run, here are 1024x1024 variations of the standard color skyboxes. https://files.fm/f/g6wxbq3e

BTW, is it just me, or does the game show more of the top and bottom of the skyboxes now?


This post has been edited by Phredreeke: 11 January 2018 - 08:28 AM

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User is online   M210 

  • 458

#245

I haven't crashes too, but it's not a normal. I will try to fix it
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User is online   M210 

  • 458

#246

View PostPhredreeke, on 11 January 2018 - 08:05 AM, said:


BTW, is it just me, or does the game show more of the top and bottom of the skyboxes now?

Old background renderer was streached. I refactored the code and deleted streaching. Now it's rendering in 1:1, but I think it's rendering a bit lower place then in original.


Ah forgot to say...we still need to unpack highres.zip...it will not working in zip archive. I'm already made autoload hires archives without unpacking, but you can check it at the next release :)


This post has been edited by M210: 11 January 2018 - 08:42 AM

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User is offline   Fantinaikos 

  • 278

#247

Quote

Edit: If you can't get those skyboxes to run, here are 1024x1024 variations of the standard color skyboxes. https://files.fm/f/g6wxbq3e


Wow I was JUST about to tell you that I discovered this by myself :blink: for some motive only certain sizes works! Even the 960x960 was crashing, so I tried to resize them doing 512+512, now at 1024x1024 they seems run flawlessy.

I don't know why my system is so picky about it, this is the same problem that makes appear som texture in a glitchy state on eduke32.

Well, guess I need a pack made of 64x64, 512x512, 1024x1024 ecc... if I want a working texture pack, it represents a problem for you?
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User is offline   Phredreeke 

  • 195

#248

Hmmm... I could probably work something out.

I'm curious, what GPU/OS/drivers have you got?
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User is offline   Fantinaikos 

  • 278

#249

Intel stuff laptop (915 series), 2.00 GHZ and the max resolution of the screen is 1024x768. Not the most recent but it is more than enough to play without framerate drops. I think I will change it to another as soon this one will go into decommissioning.
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User is offline   Phredreeke 

  • 195

#250

Wow...

Anyway, here's my Blood upscale converted to power of 2 resolutions. Have fun!

https://files.fm/f/qzkv66wu

Edit: If you have a somewhat modern GPU, you should get my previous upscales instead. This is only for GPUs incapable of using textures that aren't a power of 2.


This post has been edited by Phredreeke: 11 January 2018 - 02:43 PM

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User is offline   Tiddalick 

  • 5

#251

Hey M210,

I can't think of the right way to ask this technically, so I will just describe what I would like to do.

I have found in the old tilesxxx.art files, some animations that were dropped from the released game, such as a flaming man to skeleton animation, a smoke jar animation, a broken jar animation.

How possible would it be to implement these again?

I realise I can replace the existing artwork, but would it be possible to say only call the flaming man to skeleton animation for zombie flaming deaths, not cultists?

If this is not yet possible, I think it would be a good thing to implement eventually.
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User is offline   Phredreeke 

  • 195

#252

Are you referring to tiles 1668-1673? They are from what I can tell used if the cause of death is an exploding aerosol can.
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User is offline   fgsfds 

  • 176

#253

He's probably talking about this animation found in the alpha version.

Attached File(s)


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User is offline   Tiddalick 

  • 5

#254

View Postfgsfds, on 21 January 2018 - 05:25 AM, said:

He's probably talking about this animation found in the alpha version.


Correct

Quite a few interesting things that got cut for time or technical reasons.
I see that there was an extra tile for a lightning flash in the sky for the original skybox 2500 tile for example.
I don't think it is currently possible to animate the skyboxes though, so I assume this was dropped because the engine could not do it.

This post has been edited by Tiddalick: 21 January 2018 - 05:46 AM

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User is offline   Phredreeke 

  • 195

#255

Part of that skeleton animation was used in the death animation for butchers killed with a voodoo doll though
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User is online   M210 

  • 458

#256

I can add this animation in game, but original game hasn't tiles with this animation, so, I will not do this.
And original code playing animation from SEQ files, it's need to make it first


This post has been edited by M210: 21 January 2018 - 07:51 AM

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User is offline   Phredreeke 

  • 195

#257

Yeah. It may be better to save that for when you've got some kind of scripting implemented rather than hardcoding it.


This post has been edited by Phredreeke: 21 January 2018 - 08:44 AM

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User is offline   Tiddalick 

  • 5

#258

View PostPhredreeke, on 21 January 2018 - 08:12 AM, said:

Yeah. It may be better to save that for when you've got some kind of scripting implemented rather than hardcoding it.



Yes of course,

I was mearly asking if it is currently possible (with .def or something)

It would be good for the future, for future flexibility in modding or tweaking.
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User is offline   Phredreeke 

  • 195

#259

Any chance of allowing custom FMVs? (in a modern format like h264)

I've been tinkering with the the FMVs lately in an attempt to deflicker the backgrounds, here's an example (toggle HD in the player else the compression wrecks it)

https://gfycat.com/I...expectatumpleco
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User is offline   Dr_Proton 

  • 46

#260

View PostPhredreeke, on 10 February 2018 - 01:09 PM, said:

Any chance of allowing custom FMVs? (in a modern format like h264)

I've been tinkering with the the FMVs lately in an attempt to deflicker the backgrounds, here's an example (toggle HD in the player else the compression wrecks it)

https://gfycat.com/I...expectatumpleco


That looks really great :)

Is it possible to render the cutscenes to 4k? I wonder how that looks like...
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User is offline   Phredreeke 

  • 195

#261

technically I'm upscaling, not rendering. as for 4k, sure.

here's a VERY short sequence (less than 4 seconds) upscaled to 3072x2304 (which is the size a 4:3 video would have on a 4K 16:9 display) without any further processing

https://files.fm/f/ks9et955

As you can see it flickers like crazy :P My script is taking 2 frames before and after and repositions them to match the current frame then averages those together.
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User is online   Zaxx 

  • 285

#262

View PostPhredreeke, on 11 February 2018 - 10:34 AM, said:

technically I'm upscaling, not rendering. as for 4k, sure.

here's a VERY short sequence (less than 4 seconds) upscaled to 3072x2304 (which is the size a 4:3 video would have on a 4K 16:9 display) without any further processing

https://files.fm/f/ks9et955

As you can see it flickers like crazy :P My script is taking 2 frames before and after and repositions them to match the current frame then averages those together.

When crappy old school CG starts looking like a mosaic painting you know you went too far. :D Honestly there is only one way Blood's cinematics would look good: by fully remaking them from scratch, even by 1997 standards that stuff was weak.
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User is offline   Phredreeke 

  • 195

#263

I feel that 960x720 is the sweet spot. However, I could do my filtering on the 960x720 upscale, then upscale that again to 3072x2304. Here's the sequence I uploaded above, except with my (now slightly refined) deflickering filter applied then upscaled to 4k

https://files.fm/f/2948zgj9
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User is online   Zaxx 

  • 285

#264

View PostPhredreeke, on 11 February 2018 - 02:39 PM, said:

I feel that 960x720 is the sweet spot. However, I could do my filtering on the 960x720 upscale, then upscale that again to 3072x2304. Here's the sequence I uploaded above, except with my (now slightly refined) deflickering filter applied then upscaled to 4k

https://files.fm/f/2948zgj9

I only have one question: why 4k? You're definitely approaching a sweet spot but the way I see it 4K is more than overkill for these videos and sharpening up the image quality can have the effect of everything looking even crappier than the original. I think there is only one way to improve the cutscene presentation (if you want to keep the original cutscenes that is) and that does not concern the image quality that much. Have a look at this and I'll explain what I mean:

Want the videos to look better on a modern display? Then do a very slight upscale (something that is sharper than the original but still have a smoothness to it in order to hide all the blocky shit), reduce the room that the video itself takes up from the screen, fill all the black borders with a stylish widescreen border AND make subtitles so the new presentation is more useful than the old one. It doesn't have to be something over the top as in Heroes 4 since that does not fit Blood at all but it would be a tremendous improvement if done tastefully (for example you put a Blood logo on top, a nice dark marble like surface as the border texture and subtitles to the bottom). The problem is that chances are this method would look like ass if done through video encoding so BloodGDX itself should provide the border, maybe even do the subtitling.

This post has been edited by Zaxx: 11 February 2018 - 03:50 PM

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User is offline   Phredreeke 

  • 195

#265

Basically to show that it can be done =P I'm working at 960x720. This is just to show a 4K upscale can be done (as Dr. Proton asked)
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User is offline   skitey 

  • -1

#266

@Zaxx
the idea with the subtitles is a nice idea because in my opinion the voice recording is so badly i is so hard to understand what they talking about.

This post has been edited by skitey: 12 February 2018 - 10:51 AM

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User is offline   Phredreeke 

  • 195

#267

Here's another preview consisting of three short sequences

https://gfycat.com/F...Alaskanmalamute

High quality download: https://files.fm/f/ash3tmxf
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User is offline   Devon 

  • 11

#268

View PostPhredreeke, on 13 February 2018 - 10:16 AM, said:

Here's another preview consisting of three short sequences

https://gfycat.com/F...Alaskanmalamute

High quality download: https://files.fm/f/ash3tmxf



That looks great!

Give me all the scenes in full length! =D
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User is offline   Phredreeke 

  • 195

#269

I've managed to deal with one of the problem shots in the FMV. The close up of Ophelia's face had terrible banding in the FMV which was exaggerated by Waifu2x when upscaled.

By averaging level adjusted frames during the fade in I've managed to remove the banding without losing detail (in fact you can make out more detail on the stone altar she's placed on now!)

https://i.imgur.com/fbw6Owo.png
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User is offline   Dr_Proton 

  • 46

#270

View PostPhredreeke, on 14 February 2018 - 07:01 PM, said:

I've managed to deal with one of the problem shots in the FMV. The close up of Ophelia's face had terrible banding in the FMV which was exaggerated by Waifu2x when upscaled.

By averaging level adjusted frames during the fade in I've managed to remove the banding without losing detail (in fact you can make out more detail on the stone altar she's placed on now!)

https://i.imgur.com/fbw6Owo.png


You are doing a hell of a good job man! Can you tell us how far you are progress-wise?
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