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hidfan

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About hidfan

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  1. hidfan

    [v 0 .9] Doom Neural Upscale 2X

    All the PSD sources are available here. 1.41 Go If you want to do your own stuff, if you want to help fix some datas for this project, etc... Do whatever you want with these :)
  2. hidfan

    [v 0 .9] Doom Neural Upscale 2X

    @Sgt Nate V : tested, it didn't work. It's front views of walk/shoot/die that are used in the end monster galley. Damn, Icon of sin in the background isn't upscaled, and some numbers in the end level stats screen aren't either :(
  3. hidfan

    [v 0 .9] Doom Neural Upscale 2X

    @Sgt Nate V and @Teder: To fix this I could identify the frames used in the end scene and copy them back in the Hires folder (I hope it's not all frames). Or maybe just the \ frames are needed in the sprite folder and the others could still be in Hires. I'll test that. @DooM_RO : This kind of "artistic" fix will come later, first all the real bugs (blood tiling, inconstistency in animations (some switches change the wall as well ;P). But any bugreport in this thread is good :). @KVELLER : it's always nice to hear that people are happy, that's why it's done (well that's why I do it), so I don't think it's going to be boring soon ^_^. thanks for the report.
  4. hidfan

    [v 0 .9] Doom Neural Upscale 2X

    Doom64 imp with ugly masking, and without the Topaz.AI Gigapixel 6x layer (my trial has expired) As the input was not very sharp, the upscale isn't that good. (downsizing the upscaled back to original size improves a bit its sharpness (but I have a strange 1 pixel offset occuring) I won't upscale D64 assets (1- they're damn too dark and colorless, 2- their animations are uncanny 3- they're blurry, 4- I dislike the style)
  5. hidfan

    [v 0 .9] Doom Neural Upscale 2X

    I processed the (doom2's)Wolf texture but the result wasn't very good, and not very usefull (the goal wasn't to be immersive, just a joke, so low pixel art style is almost mendatory). They are not in the pk3
  6. hidfan

    [v 0 .9] Doom Neural Upscale 2X

    Your nice comments are perfect for marketing - advertising quotes :) I'll upload my PSD sources soon !
  7. hidfan

    [v 0 .9] Doom Neural Upscale 2X

    I did took the liberty to crop the finger :) I also cropped the real human fingers holding the miniature for the first pain frame. Masking is badly done by IA. Topaz AI GigaPixel (trial available) is the only one trying to do something. But I still have to blur+contrast to round it before downscaling Then I re-round, resharp or refine details manually (add seethrough holes when it's possible ex background arm, ribs, spine,fingers, blood drops, flames). It can be very long (hello Vile ), but it adds a lot of HD feeling. Because of me, there are also little inconstistency of alphas between frames where only a parts of the body is moving. That will need to be fixed.
  8. I got two accounts - teder and honey16. This second was created for post screenshots :)

  9. hidfan

    Doom 3 Textures for Doom

    Yes new textures only, but people could use these and rename them to create a "skin" for the original game.
  10. hidfan

    [v 0 .9] Doom Neural Upscale 2X

    version 0.9 For DOOM 1 - 60Mo For DOOM 2 - 87Mo
  11. hidfan

    [v 0 .9] Doom Neural Upscale 2X

    Thanks for the help @Teder and @Honey16 ! The fix is working (it arrived just in time, I was compiling version 0.9 :) 0.9 is uploading, link will come when I wake up in 3 hours. -added Player (Additional rotations are ready but not incorporated) -fixed ArchVile rising dead -fixed mancubus flashing fireball -fixed shotgun guy cyan background pain frame I thought everything was converted, but I forgot EndBoss box :D
  12. It will take me a bit of time, cause I have to position all hires arc sprites for new :/ But it should work.

    1. hidfan

      hidfan

      Damn, I wanted to avoid that with the Hires folfer :(

  13. Well, this is realy something wrong. I used Your sprites from 0,7, renamed, put, but they don't work. Names are good, but don't work. I'll try make a wad with decorate and sprites, maybe this way it will work.

  14. Hey!

    What version slade do You use? I can export original DOOM2 archvile sprites and for windows they got changed "\" to "^", but I can import it to SLADE, and change to "\", save and it work properly. My version is 3.1.1.15. I remember old SLADE has problem with saving sprite x/y positions in pk3 :/

    1. hidfan

      hidfan

      it shows 3.1.1.5

  15. hidfan

    [v 0 .9] Doom Neural Upscale 2X

    Oh yes, I see it now, sorry I've read too fast. I've found the problem, frameB was invisible. thanks !
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