Search found 262 matches

by MasonFace
Mon Jun 24, 2019 12:57 pm
Forum: Creator's Corner
Topic: AI Upscaled Textures
Replies: 471
Views: 29655

Re: AI Upscaled Textures

Hello, I haven't checked in here in a while. Neither have I, lol. Been real busy with life and stuff but I intend to return to this eventually. I've updated my mask script to better handle long straight horizontal and vertical edges . . . I'm willing to reprocess the masks at 2x scale and then you ...
by MasonFace
Fri Jun 07, 2019 6:35 pm
Forum: Released Mods
Topic: [MOD] Handpainted model replacement project (Release v1.83b)
Replies: 481
Views: 90528

Re: [MOD] Handpainted model replacement project (Release v1.83b)

I noticed while fighting an ice atronach that some of the frames of the animation were still low resolution. Can anyone confirm this?
Confirmed, but that's related to DREAM and PVE, not Hand Painted Model Replacement.
by MasonFace
Mon Jun 03, 2019 5:49 pm
Forum: Creator's Corner
Topic: Texture by Gad
Replies: 16
Views: 868

Re: Texture by Gad

question is it possible to add frames ?
Unfortunately, it is not currently possible: viewtopic.php?f=27&t=1956&start=20#p23694

Really liking your work, btw!
by MasonFace
Tue May 28, 2019 8:31 pm
Forum: Creator's Corner
Topic: AI Upscaled Textures
Replies: 471
Views: 29655

Re: AI Upscaled Textures

PS: MasonFace, do you happen to have some 6x or 8x ESRgan models?
Nah, I'm afraid not. If I had a more powerful GPU, I'd consider trying to train a model.
by MasonFace
Tue May 28, 2019 8:08 pm
Forum: Creator's Corner
Topic: AI Upscaled Textures
Replies: 471
Views: 29655

Re: AI Upscaled Textures

Hey Satsuki, Have you considered implementing SFTGAN into your program? It's made by the same team that created ESRGAN, has a similar workflow, and shares the same dependencies. I've found that it is very useful for adding more detail after first using ESRGAN to upscale it (more so with textures tha...
by MasonFace
Tue May 28, 2019 7:03 pm
Forum: Mods & Features General
Topic: Playing at 320x200
Replies: 38
Views: 961

Re: Playing at 320x200

There is a method of taking the output of the main camera and feeding it into a smaller RenderTexture and making that your new screen output . . . This is likely to give terrible results. 320x200 is very low, all texts will be unreadable, etc. It only works in the original game because it's renderi...
by MasonFace
Mon May 27, 2019 3:50 pm
Forum: Mods & Features General
Topic: Playing at 320x200
Replies: 38
Views: 961

Re: Playing at 320x200

There is a method of taking the output of the main camera and feeding it into a smaller RenderTexture and making that your new screen output which is how this Unity asset works.

Not out of the realm of possibilities, but its not something I would be able to do.
by MasonFace
Sun May 26, 2019 8:19 pm
Forum: Released Mods
Topic: [MOD] Pure Vanilla Extract
Replies: 62
Views: 4948

Re: [MOD] Pure Vanilla Extract

One of these days I will finally upload something without screwing it up.

The link for the sharpened frames should be fixed now, although they don't look very much different.
by MasonFace
Sun May 26, 2019 7:57 pm
Forum: Released Mods
Topic: [MOD] Pure Vanilla Extract
Replies: 62
Views: 4948

Re: [MOD] Pure Vanilla Extract

Thankfully they were safe and sound, backed up on my external HDD:

Unsharpened
Sharpened
by MasonFace
Sat May 25, 2019 2:52 am
Forum: Modder Discussion
Topic: PBR Materials for classic textures
Replies: 17
Views: 740

Re: PBR Materials for classic textures

Very cool to hear that you've ported over to Unity. If you want to use my "Spriter" asset, I'd be happy to share it. I could use some help finishing it up if you are proficient with C#. Otherwise, you can at least use it in its alpha stage until I get around to cleaning it up and finish it. Also, ve...