Yeah. All because every download is encrypted (which is of course good). My main dislike is their download caps, 3GB/day or so unless you pay.machf wrote:Thank you. The way Mega handles downloads by storing them in the browser's cache conflicts with my cache settings...
Neural Network Texture up-scaling
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- tatu
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Re: Neural Network Texture up-scaling
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
- Draconisaurus
- T-Rex Killer
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Re: Neural Network Texture up-scaling
That door looks great! It's mind-boggling. Tatu, I don't have the mystery-models ATM but maybe post some of those textures for us to compare with upscaled ones?
- tatu
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Re: Neural Network Texture up-scaling
The Mystery Models textures are not less blurry, they just have less "colour issues" as they are still in 24-bit and not 256 colours.
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
- Draconisaurus
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Re: Neural Network Texture up-scaling
Yeah. Well, I'm thinking using those as a starting place would be superior when going to up-scale.
Re: Neural Network Texture up-scaling
I actually used all the mystery model textures I could match up. They're much better in terms of colour banding with gentle transitions, not really as noticeable on most textures though.Draconisaurus wrote:That door looks great! It's mind-boggling. Tatu, I don't have the mystery-models ATM but maybe post some of those textures for us to compare with upscaled ones?
I haven't shown any comparisons of these before because they're not an honest representation of the upscaler as they use different source material.
Beware El Nino
8bit texture/upscaled/24bit texture
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- Draconisaurus
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Re: Neural Network Texture up-scaling
I feel seriously that you must have opened a dimensional portal to somewhere with higher res versions of the original textures made by the devs themselves...
Re: Neural Network Texture up-scaling
Yeah, I agree with Draco, these textures are beautiful. Much better than my re-done textures for the most part...I might have to use some of these for my own levels!
The only thing that seems to need manual fixing is text - the lettering on the Colt M1911 in particular is kind of off.
The only thing that seems to need manual fixing is text - the lettering on the Colt M1911 in particular is kind of off.
Re: Neural Network Texture up-scaling
Yeah networks suck at text and faces, oh god the faces... We'll more accurately people excel at text and faces.TheIdiot wrote:Yeah, I agree with Draco, these textures are beautiful. Much better than my re-done textures for the most part...I might have to use some of these for my own levels!
The only thing that seems to need manual fixing is text - the lettering on the Colt M1911 in particular is kind of off.
Draco for a good time with the temporal portal just call 970-7124273
Last edited by Isolt on Fri Nov 01, 2019 10:04 am, edited 1 time in total.
- Draconisaurus
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Re: Neural Network Texture up-scaling
I wonder where that phone number goes? It would be unreadable in the original game, but someone put it in there...
I did manually fix the text in some of the more prominent textures. There's a lot more text to fix though, and with things like handwritten text it would be a lot more work.TheIdiot wrote:The only thing that seems to need manual fixing is text - the lettering on the Colt M1911 in particular is kind of off.
Re: Neural Network Texture up-scaling
V2.1 is up
Fixed the foliage to be more like the original by extracting the retail alphas and up-scaleing them.
Added a "light" version at a lower resolution for more demanding levels or less capable hardware.
Added a Pine Valley pack.
V2.1 https://mega.nz/#!MLYh1KgK!wIlJsvzijF2f ... kyCZ3LNasM
V2.1 light https://mega.nz/#!BLJnTSrR!yVdAwnkjAaxc ... okD3pMVcoU
Pine Valley V1.0 https://mega.nz/#!sPpUTSJY!6sdUMZ9VMgzn ... t6KyE0g_kA
I've noticed an unintended consequence of the texture overrides. The textures will override any modified textures in custom levels that use the same texture name. For instance the clipboard texture "PSecurityNote02t2" is often modified but not renamed in user levels, this results in the up-scaled stock texture overriding the custom one and obscuring the intended information. I've fixed this by putting the clipboard textures in level specific folders.
Can anyone think of any other examples that would need similar treatment?
Fixed the foliage to be more like the original by extracting the retail alphas and up-scaleing them.
Added a "light" version at a lower resolution for more demanding levels or less capable hardware.
Added a Pine Valley pack.
V2.1 https://mega.nz/#!MLYh1KgK!wIlJsvzijF2f ... kyCZ3LNasM
V2.1 light https://mega.nz/#!BLJnTSrR!yVdAwnkjAaxc ... okD3pMVcoU
Pine Valley V1.0 https://mega.nz/#!sPpUTSJY!6sdUMZ9VMgzn ... t6KyE0g_kA
I've noticed an unintended consequence of the texture overrides. The textures will override any modified textures in custom levels that use the same texture name. For instance the clipboard texture "PSecurityNote02t2" is often modified but not renamed in user levels, this results in the up-scaled stock texture overriding the custom one and obscuring the intended information. I've fixed this by putting the clipboard textures in level specific folders.
Can anyone think of any other examples that would need similar treatment?
- Draconisaurus
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Re: Neural Network Texture up-scaling
Well shit, that's a problem I hadn't found yet. Lots of custom levels use modified versions of original textures without being renamed. So, this is a problem for potentially anything.. If I were you I'd bring it up in Lee's CE thread, since you're the one working on this.
- tatu
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Re: Neural Network Texture up-scaling
CE already have a workaround for that by having them in their own folders. Fan levels also have the habit of modifying retail objects and not change the name. Heck, even Trespasser sometimes uses the same texture name with different texture (mainly terrain textures). I'd say it is on the level author (even if a lot was made in the past) rather than the CE mod. It would be too much to make the engine check for this. Just warn users about it in the Readme.
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
- Draconisaurus
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- Joined: Mon Dec 06, 2004 5:21 pm
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Re: Neural Network Texture up-scaling
Hmmm so wait, what is the recommended location for retail-texture replacement images, then? Are we saying the main, non-level-specific one should be avoided for all purposes?
- tatu
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Re: Neural Network Texture up-scaling
You can have textures only used for specific levels. If you put them in a folder called "BE", only Beach will use those. Then the global textures can be in the main folder, replacing every level.Draconisaurus wrote:Hmmm so wait, what is the recommended location for retail-texture replacement images, then? Are we saying the main, non-level-specific one should be avoided for all purposes?
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production
"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."