NeoWorm Posted January 8, 2019 Textures are awesome, but I really don't like the shadows behind sprites. They look too much like cardboard cutouts with it. But, I would like to use the upscaled Korax as base for bigger Korax version, he always looked too tiny to me. Also, if you go high res, why not to go also widescreen - I will do a self plug for my widescreen friendly HeXen mod. No new graphics, just extensions. Except Quietus sword which have remade hand, because the original really didn't worked in widescreen. 0 Share this post Link to post
grandgreed Posted January 8, 2019 4 minutes ago, dpkonofa said: Do you have antialiasing turned on when you're doing the upscaling? Unfortunately there is no such option. 0 Share this post Link to post
NeoWorm Posted January 8, 2019 (edited) 26 minutes ago, grandgreed said: Crop from Doomsday (up) and GZ (down). Doomsday hud weapon some stretched due widescreen res. Isn't it because DooMsday doesn't use the 1x1.2 pixel aspect ratio of original DooM engine? 0 Share this post Link to post
grandgreed Posted January 8, 2019 (edited) 12 minutes ago, NeoWorm said: Isn't it because DooMsday doesn't use the 1x1.2 pixel aspect ratio of original DooM engine? Black outlines it's not engine issue. Contours appear during the processing of objects without a background. All sprites have no transparency, only cuts around objects. This is the cause of the contour. 0 Share this post Link to post
NeoWorm Posted January 9, 2019 I meant the stretching. I get that the outlines are byproduct of the upscale. 0 Share this post Link to post
grandgreed Posted January 9, 2019 10 hours ago, NeoWorm said: I meant the stretching. I get that the outlines are byproduct of the upscale. I found option in Doomsday which can disable black outlines, it works only with original sprites. In Doomsday only hud weapons stretched. Black outlines is result of upscaling modded sprites. As time becomes available, I will do the removal. 0 Share this post Link to post
MrFlibble Posted January 9, 2019 So you're doing this with the ESRGAN + Manga 109 model? Do you use any kind of image softening to get smoother results? A while ago I discovered that waifu2x does a way better job at scaling sprites on an empty background (and generally makes all sorts of curves smoother) if you soften the image before processing by first scaling it up with xBR or xBRZ (doesn't make a difference as far as I can tell) four times and then down to the original dimensions with GIMP's pixelise filter (a step by step description is provided here). It is now confirmed that the same method allows to achieve smoother results with ESRGAN too, compare the same image from Kyrandia with and without prior smoothing (sorry, Imgur auto-converted these images to JPEG due to their size). It does eat up some detail though. Also, if you're registered at the ResetEra forums, could you please ask if anyone would be willing to train a model specifically on high-resolution video game sprites and not on JPEG-mangled Manga images like the current Manga 109 model? It's quite realistic to get around 100 high-res sprites in lossless quality (it is my understanding that Manga 109 was trained on some 100 images), I have provided some examples here. 1 Share this post Link to post
grandgreed Posted January 9, 2019 (edited) On 1/9/2019 at 6:26 PM, MrFlibble said: So you're doing this with the ESRGAN + Manga 109 model? Please read Doom topic Edited January 12, 2019 by grandgreed 0 Share this post Link to post
grandgreed Posted January 22, 2019 (edited) Updated sprites in next release. Spoiler Edited January 29, 2019 by grandgreed 1 Share this post Link to post
MrFlibble Posted January 26, 2019 Topaz Gigapixel seems to be pretty much hit & miss with some features like skulls, the Gargoyle doesn't really look good either. 0 Share this post Link to post
grandgreed Posted January 29, 2019 Main post updated with new version. 1 Share this post Link to post
dpkonofa Posted January 30, 2019 On 1/26/2019 at 10:59 AM, MrFlibble said: Topaz Gigapixel seems to be pretty much hit & miss with some features like skulls, the Gargoyle doesn't really look good either. Yeah... the iced gargoyle looks ok because the streaking just looks like more ice but the skull on top of the banner and the first gargoyle look like they might need some manual re-touching. The ground spike looks pretty awesome but I imagine that that's more due to it being a single textured area as opposed to a more detailed sprite. 1 Share this post Link to post
Louco Diamante Posted February 3, 2019 Everything look great, but the class selection character frame is messed for me. Any clues? 1 Share this post Link to post
grandgreed Posted February 4, 2019 On 2/3/2019 at 7:19 AM, Louco Diamante said: but the class selection character frame is messed for me Big thanks for notice. It's GZ scalling bug. Try new ver from main. Just reuploaded. 0 Share this post Link to post
riderr3 Posted February 4, 2019 Maybe I've missed something, but is there available something like this for Heretic? Especially sprites. 2 Share this post Link to post
Louco Diamante Posted February 5, 2019 16 hours ago, grandgreed said: Big thanks for notice. It's GZ scalling bug. Try new ver from main. Just reuploaded. 16 hours ago, grandgreed said: Big thanks for notice. It's GZ scalling bug. Try new ver from main. Just reuploaded. No prob mate! Ive just checked with your sugested new ver, but the result looks the same 0 Share this post Link to post
grandgreed Posted February 7, 2019 On 2/5/2019 at 4:17 PM, Louco Diamante said: No prob mate! Ive just checked with your sugested new ver, but the result looks the same Strange things... Downloaded my own package and checked. Spoiler 0 Share this post Link to post
Louco Diamante Posted February 7, 2019 29 minutes ago, grandgreed said: Strange things... Downloaded my own package and checked. Hide contents 29 minutes ago, grandgreed said: Strange things... Downloaded my own package and checked. Hide contents I will try it from the fresh start one more time, lets see. I keep here informed 0 Share this post Link to post
Louco Diamante Posted February 7, 2019 Everything OK now! Tested now with GZDoom v3.7.2 and the char select screen is fine! 0 Share this post Link to post
Louco Diamante Posted February 7, 2019 Side note 1: I was traying to play with the Deathkings of the Dark Citadel with the Neural Texture pack and it replaces the add-on title screen back with the original Hexen title screen. The image attatched was suposed to show Side note 1: In both cases (HEXEN and HEXDD), the status bar hud (not the full screen hud) seems to be the only element not "neural textured", since it is showing in the old original resolution . As showed in attached file 2, everything is in neura texture (weapon, enemies, floor and walls) but satus bar is in original resolution. 0 Share this post Link to post
grandgreed Posted February 7, 2019 12 minutes ago, Louco Diamante said: Deathkings of the Dark Citadel This is stand alone wad which needs to processed sepperatly. I'll start doing a little later. 19 minutes ago, Louco Diamante said: satus bar is in original resolution It is. Status bar have many small separated items. It takes too long time to group them and count necessary sizes. When I get free time I will finish it. Regards. 1 Share this post Link to post
Malice Posted February 10, 2019 (edited) First and foremost fantastic job with this mod thus far. I am expericing the same issues listed above with the GZDoom port though. The latest linked dropbox download does fix the scaling issue for the character selection screen but the opening screen for the Deathkings expansion is still displaying only the regular Hexen one and the hud is still the original resolution. When you have time to fix the hud could you please make sure it's compaitible with this widescreen fix? https://forum.zdoom.org/viewtopic.php?f=46&t=37623&hilit=hexen+widescreen widescreen fix? I look forward to your update which fixes these. Keep up the great work. Edited February 10, 2019 by Malice 1 Share this post Link to post
grandgreed Posted February 11, 2019 On 2/10/2019 at 9:56 PM, Malice said: When you have time to fix the hud could you please make sure it's compaitible with this widescreen fix? I can't understand. What exactly should I do with that fix? 0 Share this post Link to post
Malice Posted February 12, 2019 (edited) 16 hours ago, grandgreed said: I can't understand. What exactly should I do with that fix? This mod adds support for widescreen monitors outside the 4:3 aspect ratio. It extends the classic hud on both sides so that it's not cut off. it also properly renders for example the fighters arms so that they actually appear to be conected on each side without a gap when attacking. The reason I mention this is because it's essential to have the game look right on modern displays so if you were to only create high definition assets for the standard hud for example the extensions added by the mod would look odd since the ends would still be in the default resolution. 0 Share this post Link to post
dpkonofa Posted February 12, 2019 On 2/10/2019 at 11:56 AM, Malice said: The latest linked dropbox download does fix the scaling issue for the character selection screen but the opening screen for the Deathkings expansion is still displaying only the regular Hexen one and the hud is still the original resolution. When you have time to fix the hud could you please make sure it's compaitible with this widescreen fix? This is a very entitled request, to say the least. grandgreed is working through the textures for the original game right now. If he decides to do the Deathkings expansion, I'm sure that'll come later. The widescreen fix isn't an official part of the game so that, I would imagine, would be the very last thing to get done after all the official content from the game is finished. 0 Share this post Link to post
dpkonofa Posted February 12, 2019 (edited) 18 hours ago, grandgreed said: I can't understand. What exactly should I do with that fix? It's another set of textures that he expects you to upscale. Since Hexen wasn't originally released for widescreen devices, some of the sprites get cut off. This is a user mod where the author copy/pasted textures to fill in the extra space and used Photoshop to extend the weapon sprites as well. It's not an official release. 0 Share this post Link to post
grandgreed Posted February 12, 2019 But there are only 36 sprites from other games. Is it enough? One gets the impression that much has been missed. 0 Share this post Link to post
Malice Posted February 13, 2019 (edited) On 2/12/2019 at 8:18 AM, dpkonofa said: This is a very entitled request, to say the least. grandgreed is working through the textures for the original game right now. If he decides to do the Deathkings expansion, I'm sure that'll come later. The widescreen fix isn't an official part of the game so that, I would imagine, would be the very last thing to get done after all the official content from the game is finished. Matter of opinion my friend. It's a request and not a demand... If it's left unfulfilled then so be it as I'm happy with the progress the guy behind the project has made thus far. By the way, all MODS are not an "official part of the game" so that's an irrelevant comment. I'm also pretty sure that not many people are using source ports with legacy hardware so this would be beneficial to essentially everyone with a modern 16:9 display utilizing the now industry standard supported aspect ratio. Edited February 13, 2019 by Malice 0 Share this post Link to post
Louco Diamante Posted February 13, 2019 I would be very happy just with the status bar neuralized and the Deathkings startscreen. The widescreen stuff would be cool, but I agree its not official 0 Share this post Link to post