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r6d2

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About r6d2

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  1. r6d2

    Faithful Doom mod (APR 2021)

    Hi, @Rev3n4nt! I hope you're doing OK. I wonder... What's the status of this mod? I see it's not been updated on GitHub for a while now. Are you still working on it? Do you need help with some specific features?
  2. r6d2

    Doom Neural Upscale 2X [v 1.0]

    According to SLADE 3.1.11, it's actually applied twice at (-4, -4) and (124, -4) Not that it makes much of a difference, but at least it's at the same Y position...
  3. r6d2

    Doom Neural Upscale 2X [v 1.0]

    You can try downloading and running wadsnip for yourself, although it kind of requires a little bit of setup tinkering if you're not familiar with python under Windows. Otherwise, if you just concentrate on your 2nd pass on making the 1x sprites smoother I think It would be good enough, and we'd have a great base to work on the upscaling. (I already built a waifu2x upscaled pk3 for Beautiful Doom 6.3.2 and looks quite decent.)
  4. r6d2

    Doom Neural Upscale 2X [v 1.0]

    AFAIK it pretty much does all the hard work. Quality of the upscaling is limited to waifu2x style, though. Also, not all picture formats can be read by the python libs used. PNGs are the preferred source material. This would also allow the usage of Topaz Gigapixel in the automation. Just curious, @Gifty, is there any reason why not every sprite in SmoothDoom is in PNG format? (I mean, explicitly stored as PNG and not without an extension or inside a lump)?
  5. r6d2

    Faithful Doom mod (APR 2021)

    Hi, @Rev3n4nt, nice mod, thank you very much for your work! One question: Is there any reason you are storing some monster sprites -like the chaingunner, for example- distributed among DOOM and DOOM.DOOM2 filter folders? Shouldn't all of them be on DOOM.DOOM2?
  6. r6d2

    Doom Neural Upscale 2X [v 1.0]

    Have you thought of any means of automating the process? This project seems to have achieved part of this goal:
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