Paperdoll upscale shader

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Firebrand
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Re: Paperdoll upscale shader

Post by Firebrand »

King of Worms wrote: Tue Sep 24, 2019 8:57 pm Only thing holding me back is, that we managed to make the paperdoll actually better than original in some aspects, the helmets which were always golden/silver no matter what material/stats they had have now their own appropriate versions. Things like that.

I will ask around and come back with a decission.
Wouldn't be possible an integrated solution? Like changing colours for single helmets, keeping them low res, then applying on the whole paperdoll xBRZ 6x? :?: :?

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King of Worms
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Re: Paperdoll upscale shader

Post by King of Worms »

Yes, its just rework of already done thing tho..

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JorisVanEijden
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Re: Paperdoll upscale shader

Post by JorisVanEijden »

The paperdoll is originally 110 x 184.
Rendering custom higher-res artwork into that would destroy the quality of the custom image.
So DFU scales up the paperdoll canvas 8x first, providing a 880 x 1472 area to render items on.
Every pixel of the original low-res item art becomes a block of 8x8 pixels in the resulting texture.
xBRZ does nothing with these 8x8 pixel blocks, it works on single pixels. So they just turn into giant pixel areas of the same color in a huge texture that Unity then has to scale down to the resolution of the character image on your screen.

So we could xBRZ upscale the classic low-res item textures individually when loading them, leading to gaps and other fitting issues.
Or we could disable the 8x scaling, which makes any custom high-res art look like crap.

There is no way to have both.

The same problem applies to using it for the entire game.
You have to either render everything at a very low resolution and then upscale it, or upscale individual textures and deal with alignment, fitting and other issues.

You can play classic DaggerFall with xBRZ by replacing your dosbox executable with this one: https://sourceforge.net/projects/xbrz/files/DOSBox/

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King of Worms
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Re: Paperdoll upscale shader

Post by King of Worms »

Hi, well yea, thanks for confirming this issue. Its truth, one pixel is 8*8 now and xBRZ will fail on that. And reverting the shader to 110 x 184 is a no go, especially now when projects on paperdoll upscales are running.

So as it is now, only way is forward, really creating those 13000 files and adjust em so they all fit.

As it is now, all the upscales are ready (done by Adrinus and Lacus who created a algo which exports all colors and material variants, not only the base color) and some ppl also work on improving them and making em fit better.

Wont be easy, but it will be done one day.

Thanks for looking into this issue, I really appreciate it, be well! :)

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