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edit : oops wrong thread
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For what I've understood (I've juste watched the tutorial), it's mostly made for 2D side view interpolation (as it asks what's front /rear). I'm wondering how it can interpolate a multiangle 360° rotation instead with back stuff becoming front stuff, or the death frames (well, actually, these ones could work, set the feet as front and the head as rear). Might be very interesting for SFX like projectiles or flames.
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V 1.0 available, first post updated. Thank you @Scuba Steve !!
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The step bug ( @Teder helped me on this, and a lot of other technical things): https://forum.zdoom.org/viewtopic.php?p=805839#p805839 Thanks for getting the archvile "forbidden character" bugfix too!
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First post Edited to include the download links to @Scuba Steve's latest versions.
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@Scuba Steve My AI Gigapixel trial went down aswell as the project was quite long, and I had to create new email adresses in order to get additional 30 days; it worked pretty well. Now that Nvidia has shut down the super resolution site, we're a bit screwed on that part, the new NGX one is still not running.
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I tried to log to the super resolution webpage, and nvidia told me the service has now ended, and it redirected me towards this page : https://developer.nvidia.com/rtx/ngxit might be worth trying again to get an invitation :)
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@Scuba Steve thank you so much for finishing/polishing the beast, I know how tedious what you're doing is : playing /testing, checking files (wrong, missing, bugged). I'm so happy for all the people who requested this :)
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@Scuba Steve It's hard for me to get back to work on this, for many reasons, but I haven't given up yet.
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I love that marine render ! it's crazy how our brain can rebuild missing data from the animation :)
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Btw, as requested, I started reducing size and uploading the 8x source files in March (2019). https://drive.google.com/drive/u/2/folders/1BluJVmMmthQWdTY-BUMJ7TJQggP4rzVZ I don't know yet if everything is here (big upload + slow internet connection = launch it then go to work... I need time to check if everything is up to date) All files are from march 2019, when I worked on reducing / uploading them.
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@TR2NNo, but I have a lot of difficulties finding time/conditions to "finish" (close) it. Real Life can be complicated sometimes.
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@lumbo7332 sure, all this is for the community. No need to credit me. @MF_Kitten best results are obtained by working on color and transparency separately. Transparency is pure binary black&white, and those ESRGANs have not been trained for that. Different subject : it's already so hard for me to finish the first original version, that I think I won't be able to work on compatibilities such as minor sprite fixes or smooth doom. Or not before a very long time.
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gigapixel not being limited to 2 simultaneous files like nvidia, I think it's possible to batch the textures without packing them. however I'm not sure it will handle the tiling very well. You can maybe automate enlarging each texture and securising the tiling: =>original texture [.] =>make it tile 3x [ ][ ][ ] [ ][.][ ] [ ][ ][ ] =>upscale =>crop the center {}{}{} {}[.]{} {}{}{} note : to gain processing time with smaller images you can make it tile 2x [.][ ] [ ][ ] with a 0.5x 0.5y offset --- ][.][ --- if you want to pack as I did, automation will be difficult. -you still have to do the same "make it tile " security process inside the pack -you need to save somehow the selection of the centered texture -after process, you need to crop each texture and rename it accordingly. -this could be scripted in photoshop.
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Announcing BSP2Doom - build Doom levels with a Quake editor
hidfan replied to GooberMan's topic in Doom Editing
I find this quite impressive :) Id's quake editor (now Radiant) always looked to me like a doom editor: a 2D top view for line defs and a little "z" vertical window for sector's height. On the lighting subject, an extended method, that needs a special shader to run, so it's not easily compatible: half life2's lightmaps store 3D lighting (you have 3 lightmaps: horizontal, vertical, front), useful for bump/normal maps. Anyway, ray/path tracing for everyone is not far away and could do marvels in doom. Probe lighting could be a PBR compatible lighting solution meanwhile.