@mh
#9 posted by Pelinal on 2018/12/29 14:34:39
Cool Stuff
#10 posted by Preach on 2018/12/31 19:19:33
Perhaps a fun project for someone with time on their hands would be to try and create a neural network for converting full-colour textures into 8-bit palette texture. Sort-of like the inverse problem, would be helpful for using Q3 texture sets in Q1.
#11 posted by MrKilles on 2019/01/03 13:24:58
someone applied a similar concept for a Blood1 upscale but using the waifu2x upscale and retouching by hand.
This one I understand has been trained specifically on/for gamey/pixelly graphics and not manga like waifu2x
Cool stuff, and yes better results whilst truly keeping the original feel of the gfx.
Aformentionned Project
#12 posted by MrKilles on 2019/01/03 13:26:41
From It's Own Thread.....
#13 posted by Shambler on 2019/01/06 18:53:47
Neural Network Textures "remake"
Posted by AAS on 2019/01/06 18:08:17
Few days ago I read about crazy stuff in the doom communuty: https://www.doomworld.com/forum/topic/99021-v-0-95-doom-neural-upscale-2x/
I registered om nVidia Nividia's GameWorks SuperResolution page in order to get a copy of the tool, but they said "all tickets are sold, wait for a final release" :(
Similar work ( https://github.com/xinntao/ESRGAN ) people do in Morrowind and Max Payne:
https://www.nexusmods.com/morrowind/mods/46221?tab=description
https://www.pcgamesn.com/max-payne/ai-enhanced-hd-remaster
Can we have that in Quake?
Someone must be doing this!
Quake Enemies Upscaled 2X
#14 posted by Icaro on 2019/01/19 12:58:48
Gents,
Lately I've played around with waifu2x. Here a first test .pak
https://www.dropbox.com/s/d6alne875s0fug5/prog-X2.zip?dl=0
Please try it and give feedbacks.
Cheers
Nice Work, Icaro!
#15 posted by Esrael on 2019/01/20 15:33:06
Yes! Icaro did what everyone's been thinking about but been too lazy to actually do anything about (well, the laziness part applies at least to me). Thanks for going through the trouble! :)
Nice work with the upscaling; looks pretty much like Quake as we remembered it. That is to say, you don't even notice it unless you get up close and personal to the monsters. I think it's even less noticeable here compared to the upscaled Doom sprites because of the 3D polygonal nature of Quake enemies.
That made me wonder, whether anybody's tried neural upscaling of polygon count. I'd imagine that combined with upscaled texels would produce some serious 'wow' reactions from me. :D
So Icaro... Now that you've upscaled the monsters, how about the rest of the textures? ;D Would love to see you continue your good work!
That Enforcer
#16 posted by Shambler on 2019/01/20 19:30:36
Looks bang on to me. The next level up in quality and fidelity from the normal GLQuake version. Certainly still fits in perfectly with the Quake graphical norm, could possibly go even further and still be good.
#17 posted by mankrip on 2019/01/20 22:01:58
Creating upscaled versions as replacement content conflicts with other replacement contents (e.g. Chillo's enforcer) and will lack some artistic cohesion anyway.
Upscaling and custom filtering should be implemented at the engine level, preferably as plug-ins (DLLs, scripts, etc.). Some Nintendo 64 emulators does this already, for example.
Impressive Stuff
#18 posted by Kinn on 2019/01/20 22:17:13
It looks very, very close indeed to the original. But it got me thinking... I reckon I can beat that.
I tried a little experiment - instead of playing with one of these fancy upscaled textures, I tried just playing with the original unchanged texture, and what happened next blew my mind.
Instead of just being very, very close to the original, it turns out that playing with the original was exactly like playing with the original. It was bloody awesome, and I'll definitely be replacing all the original skins and textures with the original skins and textures as soon as I get a spare moment.
U Bellend.
#19 posted by Shambler on 2019/01/20 22:58:12
It's the same but different. And more betterer.
New Stuff
#20 posted by Icaro on 2019/01/20 23:34:05
Here all the upscaled models in ID1
https://www.dropbox.com/s/uenuqnn0gn7ky3r/id1-models-x2.zip?dl=0
here the upscaled textures of the start map:
https://www.dropbox.com/s/g3u1f7b845h9lfz/start-textures-x2.zip?dl=0
My aim is to highlight how powerful this tool is. I personally agree with Mankrip. The upscale should be implemented at the engine level; I don't wanna spent my life converting textures every time a map is released!!
I might also try a 4x .pak. For models is tricky, because it seems that there is a maximum size possible. For textures it seems to work pretty smooth.
@icaro
#21 posted by Pelinal on 2019/01/21 15:24:57
I think you should try with TopazAI too
its a 30 day trial, but the results are really impressive
#20
#22 posted by mankrip on 2019/01/22 03:29:17
Reconverting the images back to Quake's 256-color palette kills the color interpolation, retaining only the shapes. This makes those packs looks like posterized painting.
It would be more appropriate to pack the results as 24-bit color external replacement textures.
#22
#23 posted by mankrip on 2019/01/22 20:53:14
To clarify: Color interpolation gets lost when the palette doesn't have any appropriate color for the resulting midtone. This forces the midtones to be replaced by the base colors, effectively killing the interpolation. The purple sky is a very good example of this.
As a general rule, the lower the difference between two different colors, the less palette colors are available for the midtones between them. White and black have effectively 253 potential midtones, while mixing colors such as 47 and 208 can hardly result in any other color.
A good comparison is between tech01_1 (great results!) and metal5_4 (looks cartoony).
I See Your Point!
#24 posted by Icaro on 2019/01/22 23:28:01
I'm trying to find a solution :-)
#25 posted by Pelinal on 2019/01/29 16:40:44
Heres my experiment with everyone's favorite boss
https://imgur.com/a/InMOPu8
#26 posted by metlslime on 2019/01/29 18:29:33
looks pretty good, got a screenshot of in-game?
A Bit Shiney Around The Mouth Maybe??
#27 posted by Shambler on 2019/01/29 20:18:35
Rest is fine.
#28 posted by anonymous user on 2019/01/29 20:24:54
so was ur mum after my "appointment" with her lol
Damn #28
#29 posted by mfx on 2019/01/30 11:35:26
Chthon looking nice tho.
#30 posted by anonymous user on 2019/01/30 15:59:08
That version of Chthon is really cool.
It would be interesting to see the HUD, menu & console textures get this treatment. I wonder how good the text would look.
Pelinal
#31 posted by Icaro on 2019/01/31 22:26:18
do you have a pic of Chthon in game?
#32 posted by Pelinal on 2019/02/02 14:13:25
nope, i didn't found a port that supports TGA for monsters, plus idk the files for it
btw
https://www.moddb.com/games/quake-2/addons/quake-2-upscaled-pack
#33 posted by Anonymous fuckhead on 2019/02/03 21:09:15
Converting them to portable network graphic from a tga should not effect the image quality, at least not too much. Also my attempts to download the paks have been fruitless it only downloads an empty folder.
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