AI Upscaled Textures

Show off your mod creations or just a work in progress.
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phredreeke
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Joined: Mon Mar 11, 2019 9:13 am

Re: AI Upscaled Textures

Post by phredreeke »

I've uploaded new renders of anim0003,0005 and 0013, as well as a render of 0006 as a test. They are now vertically cropped to only the image area, and I also altered the sharpness pass to be less aggressive.

https://www.dropbox.com/sh/1056i09ys0cx ... 4Ty0a?dl=0 (same as before if you bookmarked it or anything)

0006 was upscaled using dedither+box same as the other videos. maybe I'll try an upscale using fatality later. it turned out alright though IMO

Edit: I made a mistake rendering 0006, if you downloaded in the hour since I posted this, please redownload it.

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King of Worms
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Re: AI Upscaled Textures

Post by King of Worms »

Thanks a lot for the update!
What player do you guys use to see the *.vid files?

I wanted to try to create the werewolf vids from the stills, but I dont even know how exactly long they should be.

Plus indeed I need the sound part from the originals...

phredreeke
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Re: AI Upscaled Textures

Post by phredreeke »

I used FFMPEG for that

Edit: I haven't got the time to process the entire video of this, so I'll just provide this still https://i.imgur.com/gkUreu1.png (only dedither and upscale, no inter-frame processing)

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MasonFace
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Re: AI Upscaled Textures

Post by MasonFace »

I've been able to import the .VID movies using Openshot.

phredreeke
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Re: AI Upscaled Textures

Post by phredreeke »

I've uploaded three more videos (same Dropbox folder as before)

I'm starting to have my doubts about aspect ratio now though. Normally 320x200 is stretched to a 4:3 aspect ratio. But if you look at this frame for example, the moon is circular, while in my "aspect ratio corrected" version it's oval

Image

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Ferital
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Re: AI Upscaled Textures

Post by Ferital »

Actually, even if old DOS games were rendered as 320x200, in reality they were a little stretched to something like 320x240. This, because at that time, in the 1990s, most CRT monitors were 4:3. Remember most resolutions in those times were 640x480 (VGA), 800x600 (SVGA), 1024x768 (XGA), all 4:3... except the old DOS 320x200 resolution (still VGA though), hence all images produced by games in this resolution were stretched, and devs knew that.

You can clearly see this difference between classic and DFU here:
Classic Character Screen
Classic Character Screen
2019-09-10_22h35_59.png (84 KiB) Viewed 6644 times
DFU Character Screen
DFU Character Screen
2019-09-10_22h31_53.png (129.98 KiB) Viewed 6644 times
However, this stretching feature seems rather hard to emulate nowadays. Here is an article which explains this in a rather good way:
https://www.gamasutra.com/blogs/FelipeP ... _ratio.php

phredreeke
Posts: 71
Joined: Mon Mar 11, 2019 9:13 am

Re: AI Upscaled Textures

Post by phredreeke »

Yes, as I said 320x200 was generally stretched to a 4:3 aspect ratio (still 200 lines though, just spaced slightly further apart)

Stretching the image is trivial for me to do while processing the video. The reason I brought it up was because, as I said, the moon appears circular in the unstretched image.

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King of Worms
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Re: AI Upscaled Textures

Post by King of Worms »

yea and I remember some games used 320*240 and 640x480 instead of 320*200 and 640x400
plus ofc 512x384 for those who cannot afford the 640 luxury. And 400x300.. oh the memories. I think Comanche Maximum overkill supported all these quite obscure resolutions :)

Great progress on the vids, I will test em on my 16:10 monitor and report back

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King of Worms
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Re: AI Upscaled Textures

Post by King of Worms »

just a test - not sure how much I like it. Ive added some unused music and made it 4x longer... Id like to add the voice from original but have not been able to separate that using OpenShot (EDIT: separated it in VLC.. but its so distorted :X I think to use it we need Pango to clean the sounds.

https://streamable.com/9qlur

phredreeke
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Re: AI Upscaled Textures

Post by phredreeke »

I've just uploaded anim0012, 0014 and 0015. with the revised sharpening script the raven in 0012 doesn't look as bad IMO

Edit: As I am happy with how 0003,0005,0012 and 0013 turned out I am archiving the raw upscaled assets for those. If you wish to preserve those I've uploaded them here https://mega.nz/#F!B6AXVQAK!5-hhtiyM7XhTwzdqZueamA

Is there any interest in the book animations without "aspect ratio correction"?

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