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High Resolution Pack discussion and contributions

User is offline   Phredreeke 

#181

Here we go. My take on the menu font. (you have to add fonts.def to the bloodgdx.def file)

https://files.fm/f/4ffqq228
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User is offline   Tiddalick 

#182

View PostPhredreeke, on 31 October 2017 - 03:14 PM, said:

Here we go. My take on the menu font. (you have to add fonts.def to the bloodgdx.def file)

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.
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User is offline   Phredreeke 

#183

basically I was lazy and only created letters + numbers + colon because I figured that what was actually used in game. I already noticed the < > signs on the episode select.

I also need to figure out color variations
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User is offline   J432 

#184

View PostPhredreeke, on 31 October 2017 - 03:14 PM, said:

Here we go. My take on the menu font. (you have to add fonts.def to the bloodgdx.def file)

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

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User is offline   Phredreeke 

#185

The fonts from the 6xBRZ pack are actually from an older HRP.

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)

Posted Image

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

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User is offline   Phredreeke 

#186

Does this hue look alright for the golden font?

https://i.imgur.com/vm3wNEA.jpg
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User is offline   J432 

#187

View PostPhredreeke, on 01 November 2017 - 01:32 PM, said:

Does this hue look alright for the golden font?

https://i.imgur.com/vm3wNEA.jpg


I like it.
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User is offline   Phredreeke 

#188

Here is something that probably won't interest the majority of people.

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 :rolleyes: This is the primary reason why my graphics upscale pack mostly haven't touched any background graphics
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User is offline   gordon81 

#189

View PostPhredreeke, on 03 November 2017 - 05:03 PM, said:

Here is something that probably won't interest the majority of people.

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 :rolleyes: 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.
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User is offline   JOHN007 

#190

Hello.

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?
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User is offline   Phredreeke 

#191

Hmmm... you're saying there's another mod which doesn't have the problem with white outlines?

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

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User is offline   Hendricks266 

  • Weaponized Autism

  #192

View PostPhredreeke, on 07 November 2017 - 12:45 PM, said:

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

Sounds like a bug in BloodGDX that you're working around at the expense of file size.
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User is offline   Phredreeke 

#193

I was going to wait until M210 released the next version of BloodGDX to get a chance to test the new underwater palettes, but since I fixed/worked around a major bug and many wanted to be able to play with Bilinear/Trilinear I'm releasing it now.

https://files.fm/f/56yrznnr

Spoiler

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User is offline   Nachuro 

#194

View PostJOHN007, on 07 November 2017 - 11:00 AM, said:

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.

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

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User is offline   JOHN007 

#195

Hello.

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.
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User is offline   Phredreeke 

#196

TBH, the skyboxes are a tad blurry for my taste (then again I normally don't play the game with texture filtering either!)

You'll run into some issues with different font color variations with those fonts BTW :rolleyes: 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

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User is offline   J432 

#197

View PostPhredreeke, on 08 November 2017 - 02:36 PM, said:

I smoothed the edges of the in-level font and recolored it. I THINK I got all the variations... https://files.fm/f/k2xznnaa


They look nice. Please, add to your pack also fonts that appear in HUD like health bar numbers etc.
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User is offline   JOHN007 

#198

Hello.

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

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User is offline   Phredreeke 

#199

Those are for the cultist's swimming variation, more specifically the red/orange color swap. However the only stage that color variation is present on has no water, so I never bothered making them. It seems my mind slipped when defining those tiles though.

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.
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User is offline   JOHN007 

#200

Hello.

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?
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User is offline   Phredreeke 

#201

Started working on a replacement for the "level font"

https://i.imgur.com/wawzRyY.png
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User is offline   J432 

#202

View PostPhredreeke, on 10 November 2017 - 08:18 PM, said:

Started working on a replacement for the "level font"

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


It will look much better with this replacement. :D
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User is offline   Phredreeke 

#203

Thanks to Fox extracting the Blood PLU's I have something good coming up. :D

Posted Image
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User is offline   Devon 

#204

View PostPhredreeke, on 14 November 2017 - 04:54 PM, said:

Thanks to Fox extracting the Blood PLU's I have something good coming up. :D

Posted Image


Looking pretty good.

Damn jojo needs his own game.

One can dream i guess =D
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User is offline   Phredreeke 

#205

Thanks, though if you look carefully you may spot an error :D
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User is offline   Phredreeke 

#206

A few more screenshots

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

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User is offline   Phredreeke 

#207

Uploaded the first real release of my background pack.

https://files.fm/f/mcc66ttb

Screenshots
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User is offline   Phredreeke 

#208

I am a dumbass... While cleaning up the DEF file I discovered that the bloodgdx.def lacks an include bgupscale.def statement.

Anyway, here is the corrected file and a clean bgupscale.def (no more missing file errors)

https://files.fm/f/gthnnnuu
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User is offline   Nachuro 

#209

I'm enjoying the upscaled textures quite a lot! Many thanks.

Have you considered upscaling the skybox textures?
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User is offline   Phredreeke 

#210

I don't know how to make skyboxes for BloodGDX. What I can do is process the ones that have a
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
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