[MOD] Pure Vanilla Extract - Help Wanted!

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King of Worms
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Re: [MOD] Pure Vanilla Extract - Help Wanted!

Post by King of Worms » Sun Dec 22, 2019 10:14 am

Yes, my left eye took one year recovery after processing those PBR materials...

Too bad the B2M program I use to create those materials cant be automated. Its cca 1100 textures to process.

apprihensivsoul
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Re: [MOD] Pure Vanilla Extract - Help Wanted!

Post by apprihensivsoul » Fri Dec 27, 2019 12:48 am

Ufda, I totally misunderstood this function, my apologies. For some reason I thought that Daggerfall didnt come with textures for different climates, and that King of Worms had made new ones for the different regions. I didn't realize that it had all the textures and they just were randomized instead of organized. Thanks for expressing your confusion, it made me do more research.

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MrFlibble
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Re: [MOD] Pure Vanilla Extract - Help Wanted!

Post by MrFlibble » Fri Dec 27, 2019 12:24 pm

King of Worms wrote:
Thu Oct 17, 2019 12:19 am
I think the static NPCs are already beyond the level AI can get us honestly. Unless some breakthru is made that is..
I tend to agree here.

Still I ran a few more tests, in particular Predrekee gave me a good idea to preprocess images with the dedither model. Still, interpolations based on the Lady model tend to give the best results with low-res NPC faces.

Here's a batch of dedithered sprites (dedither is mostly good for making smooth colour transitions, but it adds some further blur) processed with Lady/rebout_interp model at alpha 0.7 (meaning 70% Lady and 30% Rebout). These were then warp-sharpened using Image Analyzer:
Image
Image
Image

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King of Worms
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Re: [MOD] Pure Vanilla Extract - Help Wanted!

Post by King of Worms » Fri Dec 27, 2019 12:34 pm

It would be valuable to apply these techniques on the animated npcs like dancers, daedras etc. Those are hard to manually redraw. Maybe commoners as well..

Archives 175 - 181 mostly

Commoners are 381 - 398 and 451 - 456

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King of Worms
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Re: [MOD] Pure Vanilla Extract - Help Wanted!

Post by King of Worms » Fri Dec 27, 2019 5:36 pm

Its really impressive where you was able to take the sprites quality, from those 100x80 pixels. But unless there is some AI which can actually add details in some sensible manner, it will not match the current state of NPCs with loads of manual input. Plus the heads are made from portraits, which again gives additional details (which were further accented by manual input)

Here is where the NPCs are now, for comparison.
Its 5000x1000, its better to view it maximized... And this is already quite massacred by the jpeg compression
Spoiler!
183_6-0.jpg
183_6-0.jpg (898.38 KiB) Viewed 121 times

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