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ESRGAN-SFTGAN: Neural AI Creates Highly Detailed Upscaled Textures
So i think that everyone here has heard about the "neural AI used to create High res DOOM sprites and textures" or "Neural AI Crates High res detailed textures for Morrowind and RTCW" on PCGamer and such

https://www.dsogaming.com/news/this-hd-texture-pack-for-doom-upscales-the-textures-via-ai-neural-networks-and-looks-incredible/
https://www.doomworld.com/forum/topic/99021-v-0-95-doom-neural-upscale-2x/
https://www.nexusmods.com/morrowind/mods/46221
https://www.youtube.com/watch?v=uyRfptKJutU


Well, ever since the news break out, the anons at /v/ and /vr/ decided to play with said stuff to the point of even creating a tutorial about how to use it: https://kingdomakrillic.tumblr.com/post/178254875891/i-figured-out-how-to-get-esrgan-and-sftgan
And the results are kinda impressive, this is Full throttle Original with Upscaling vs the Remastered edition
https://imgur.com/a/U1wx3mR


Would this work with Q1 textures like Vores, everyone's favorite lava god, or the Boneaerc textures?
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looks pretty good, got a screenshot of in-game? 
A Bit Shiney Around The Mouth Maybe?? 
Rest is fine. 
 
so was ur mum after my "appointment" with her lol 
Damn #28 
Chthon looking nice tho. 
 
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 
do you have a pic of Chthon in game? 
 
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 
 
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. 
 
i was able to extract Icaro's zip files with 7zip. 
 
Iraco, thank you! looks pretty good.

looking forward to tga/32 bit version!

fullbright colors are not conserved when upscaling, so these would need an upscaled "glow map" 
Quake2 Has No Full Brights 
 
 
Picked up Quake 2 again recently (been playing on and off for almost 18 years). I'm using the q2pro setup called nQuake2, similar to nQuake for Quakeworld. Using Clau's pak as well. The textures, environments are all beautiful however.

Going to check those out later, the thing I like about nQuake2 is how it preserves the multiplayer gameplay. Many other setups I've tried lose frames and don't play well in multiplayer at all (Darkplaces and a couple others I've tried for Q2 years and years ago) 
Download N Quake 2 Free 
 
so how can I check any of this in game (quake)? 
#39 Ankh 
in the zip file you will find the file "pak?.pak".

Copy and paste the file in the Quake/id1 directory,

In this directory you probably have already pak0.pak, pak1.pak & pak2.pak
(but you might have more .pak file --> let´s say pak(n).pak).

rename "pak?.pak" in "pak(n+1).pak", so most probably, rename it "pak3.pak".

Run the game.

Don't expect any spectacular change. The difference is very subtile! (see #18) 
 
can anyone reupload the monsters, or a link to an updated version if one exists? 
Reupload 
Sorry, I've deleted the files from my dropbox, and also from my hard disk.
It was just a test for evaluating the potentiality of the upscaling tools.
No a real success! The differences were very subtile.

Try to ask Ankh, he might still have a copy.

Cheers 
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