Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

hidfan

Members
  • Content count

    132
  • Joined

  • Last visited

4 Followers

About hidfan

  • Rank
    Junior Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. 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.
  2. hidfan

    Doom Neural Upscale 2X [v 1.0]

    V 1.0 available, first post updated. Thank you @Scuba Steve !!
  3. hidfan

    Doom Neural Upscale 2X [v 1.0]

    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!
  4. hidfan

    Doom Neural Upscale 2X [v 1.0]

    First post Edited to include the download links to @Scuba Steve's latest versions.
  5. hidfan

    Doom Neural Upscale 2X [v 1.0]

    @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.
  6. hidfan

    Doom Neural Upscale 2X [v 1.0]

    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 :)
  7. hidfan

    Doom Neural Upscale 2X [v 1.0]

    @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 :)
  8. hidfan

    Doom Neural Upscale 2X [v 1.0]

    @Scuba Steve It's hard for me to get back to work on this, for many reasons, but I haven't given up yet.
  9. hidfan

    Share Your Sprites!

    I love that marine render ! it's crazy how our brain can rebuild missing data from the animation :)
  10. hidfan

    Doom Neural Upscale 2X [v 1.0]

    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.
  11. hidfan

    Doom Neural Upscale 2X [v 1.0]

    @TR2NNo, but I have a lot of difficulties finding time/conditions to "finish" (close) it. Real Life can be complicated sometimes.
  12. hidfan

    Doom Neural Upscale 2X [v 1.0]

    @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.
  13. hidfan

    Doom Neural Upscale 2X [v 1.0]

    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.
  14. hey man, i just saw a photo of d3retro with parallax mapping (here 

    )

    i was wondering if you ever released a d3retro with normal maps.

    1. Show previous comments  2 more
    2. cortlong50

      cortlong50

      have you ever considered just converting the original normal maps from doom 3? that would definitely speed up the process.

    3. hidfan

      hidfan

      yes, the tedious tasks I identified are
      1-to rematch doom3 texture names with D3RetroTex names.
      (using substance tools to generate a heightmap from those normal maps would be an "easy" way to get decent displacement too.)
      2-write all shader/texture files.
       

    4. cortlong50

      cortlong50

      for sure huh? generating with the normals would make things way easier.

       

      i actually have an idea for the texture files (like scaling for instance) that could make it insanely easy. we use the original texture file you made (that was probably a huge pain in the ass by the way, and i respect your work haha)  we add // to the end of each texture name (we as in i can do it :) ) and then we add NO or SP to the file name (designating spec or normal maps) using notepad++ to automatically add it to the end of the file extensions with // at the end of it.

      then go abck through and remove the // automatically with  the replace function.  it would cut down on time big time. hopefully that makes sense.

       

      the hardest part is matching the names though...thats a pain in the ass hahaha. 

  15. 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.
×