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hidfan

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Everything posted by hidfan

  1. V 1.0 is available thanks to @Scuba Steve ! (additional clean up, bug fixes, now works with all commercial versions (tnt, plutonia) ) Download Mirror 1 (google drive) Download Mirror 2 (google drive) How to use ? : Drag'n drop the .pk3s gzdoom exe, then play :). Doom NeuralUpscale 2x what is it ? : Using AI NeuralNetworks (A lot of Nividia's texture tools : super resolution and a little bit of Topaz's AI gigaPixel), all textures and sprites have been upscaled 8x (with tons of AI artefacts), then downscaled to a final 2X to restore a pixel art look. A lot of textures have been manually cleaned of AI artefacts and all transparency masks have to be manually enhanced (because AI don't know what to do with binary Black&White yet). I'd like to thanks the people who helped me go through a lot of technical problems I couldn't have resolved myself easily : of course @Scuba Steve for the awesome final sprint, but also @Teder for all the technical support, and @NightFright , @Honey16 , @Lollie, Phredreeke (from the zdoom forums, who helped Scuba Steve) ================================================================== Smooth weapons decorate Add ON- 8Mo This is a zdoom decorate wad with smoother weapon animations that are all upscaled. It makes a pretty good companion wad. Suba Steve made one that works with vanilla too, but it seems pointless since the neural wad only works in zdoom anyways. former Version 0.95 - 94Mo ================================================================== -PSD sources 1.41Go (warning : these are not yet up to date with 0.95)-the untouched 8x and 6x sources, direct from the AI, if you want to do your own cooking
  2. hidfan

    Doom 3 Textures for Doom

    You can find here 1650+ doom3 textures converted to oldgen engine texturing (no normal, height or spec maps). (they are available as individual PNG and zipped paks) > > D3RetroTex on GoogleDrive You can use these freely, have fun, no credits needed, excepted maybe for the awesome id's artists =) -Adrian Carmack -Kevin Cloud -Andy Chang -Pat Duffy -Seneca Menard -Kenneth Scott -Patrick Thomas -Ted Anderson -Pat Jones Todo : -256 colors -brightmaps, animations, wad (any help, advise, tips are welcome here, I still don't have a lot of experience in this domain yet)
  3. 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.
  4. hidfan

    Doom Neural Upscale 2X [v 1.0]

    V 1.0 available, first post updated. Thank you @Scuba Steve !!
  5. 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!
  6. hidfan

    Doom Neural Upscale 2X [v 1.0]

    First post Edited to include the download links to @Scuba Steve's latest versions.
  7. 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.
  8. 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 :)
  9. 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 :)
  10. 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.
  11. hidfan

    Share Your Sprites!

    I love that marine render ! it's crazy how our brain can rebuild missing data from the animation :)
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. hidfan

    Doom Neural Upscale 2X [v 1.0]

    I'm halfway cleaning the Spidermastermind masks (sprites are big :( ), I've fixed some of the issues mentionned previously and integrated @Teder's code fix. Also, I have less time for this right now, so I'm a bit slower, something like 2 or 3 sprites a week.
  18. hidfan

    Hexen Neural Texture Pack

    Some pretty cool stuff here !
  19. hidfan

    Doom Neural Upscale 2X [v 1.0]

    This is why I've used a plugin (flaming pear's solidify (I use the A variant) to spread border pixels colors in the "empty areas", and why I process the masks and the colors separately.
  20. hidfan

    Doom Neural Upscale 2X [v 1.0]

    Fixing these right now, thank you
  21. hidfan

    Doom Neural Upscale 2X [v 1.0]

    Thanx for the help ! I don't understand the problem, what to do with standard barrels?
  22. hidfan

    Doom Neural Upscale 2X [v 1.0]

    Thanks @Linguica for the howto banner ^_^ I'll do a proper pk3 file for next version. I understand the .zip is not easy to understand for new comers, I forgot to rename it a few versions ago. When things will be closer to a stable state I'll propose separate versions weapons, monsters, textures, hud, menus.
  23. hidfan

    Sprites 16 rotations

    I did a LUT (LookUpTable) that can be loaded in photoshop (or any program that can use LUTs) : it converts realtime the current image to the doom colors. You just need, when you're happy with the result, to convert to the official doom palette and save as a 256 color file.
  24. hidfan

    Spider Mastermind Model Released for Doomsday

    @Reinchard : isn't it the famous "always coming back" 20% vertical scale ? (sprites being scaled up in 3D, mesh modeled after sprite image should be also scaled up 20%) @Tea Monster : seems quite close indeed, excepted the texturing which is a bit too blurrry and contrasted. Did you do your animations on top of the sprites own animations too ? I'd love to play with your mesh and textures to do some experiments ^_^.
  25. hidfan

    Doom Neural Upscale 2X [v 1.0]

    Heh yes, more happy doom lovers incoming, it's pretty cool ! thanks @Linguica for the mention in the Cacowards :) I'm glad that the project can get famous, I don't really care about my own fame :) @elend : thanks ^_^ I like IT alot : anonymous, mysterious, machine, monster.
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