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PostPosted: Sun Jul 14, 2019 8:17 pm 
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Dinosaur egg
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Just as a heads up, the texture up-scaling doesn't like anisotropic filtering in the mip maps, so make sure-

MipMapMode=1
and
TexFilterD3D=0

because texture filtering just ruins the inherent detail in the up-scale.
And of course, make sure the video options in the game have the texture render at maximum (and not high).

* update:
It also has a beneficial effect to hardware water that I have just noticed.


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PostPosted: Mon Jul 15, 2019 4:58 am 
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T-Rex Killer
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That's good to know... thanks!

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PostPosted: Sat Jul 20, 2019 11:15 pm 
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Parasaurus
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Draconisaurus wrote:
That does look pretty nice... At some point be sure to do Wu's pool sign, and the flood control building door.

Here is the flood gate.
I'm off overseas for a wedding for the next few weeks. Mostly done with V2, just need to merge them with their alpha layers and test them.
Spoiler: show
Attachment:
Sflooddor00t2B.png
Sflooddor00t2B.png [ 2.02 MiB | Viewed 9546 times ]


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PostPosted: Wed Jul 24, 2019 2:18 am 
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T-Rex Killer
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Holy Crap lol, a telling more true than I would expect.

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PostPosted: Tue Aug 13, 2019 11:28 am 
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Parasaurus
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OK V2 is almost done, it's looking a lot better than V1!
I've tried darren's advice about "TexFilterD3D=0". It looks better but leaves the ground very pixilated, I think it's worth the trade off to a have the ground blurred.

Stock CE
Image

V2 Upscaled
Image

Stock CE
Image

V2 Upscaled
Image

Is there a better way to display these images then what I'm doing?
Spoiler: show
Attachment:
TPass022.BMP
TPass022.BMP [ 5.93 MiB | Viewed 9468 times ]

Spoiler: show
Attachment:
TPass003.BMP
TPass003.BMP [ 5.93 MiB | Viewed 9468 times ]

Spoiler: show
Attachment:
TPass026.BMP
TPass026.BMP [ 5.93 MiB | Viewed 9468 times ]

Spoiler: show
Attachment:
TPass008.BMP
TPass008.BMP [ 5.93 MiB | Viewed 9468 times ]


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PostPosted: Tue Aug 13, 2019 12:18 pm 
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Looks good!

However, I personally dislike the palms on the upscale. At least not the greenish one (on the most right in the monorail image). It looks less transparent and more square, probably due to counting part of the opacity area as the texture itself.

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PostPosted: Tue Aug 13, 2019 6:37 pm 
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T-Rex Killer
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What happened to that sign at the monorail station...?

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PostPosted: Tue Aug 13, 2019 10:29 pm 
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Parasaurus
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tatu wrote:
Looks good!

However, I personally dislike the palms on the upscale. At least not the greenish one (on the most right in the monorail image). It looks less transparent and more square, probably due to counting part of the opacity area as the texture itself.

Hmm yeah I'll need to look at the alpha channel on those.

Machf - The sign was very low resolution and the text didn't upscale well. I added some texture to make it look more weathered rather then weirdly upscaled. The alternative would be to recreate it from scratch. Text had been the most problematic part of this, people know exactly what it should look like but the neural network doesn't. It can get away with a lot of leeway upscaling a wood texture, but get the text even slightly wrong and it's glaringly obvious.

CE
Spoiler: show
Attachment:
TPass025.BMP
TPass025.BMP [ 5.93 MiB | Viewed 9457 times ]


Upscaled
Spoiler: show
Attachment:
TPass006.BMP
TPass006.BMP [ 5.93 MiB | Viewed 9457 times ]


CE
Spoiler: show
Attachment:
TPass030.BMP
TPass030.BMP [ 5.93 MiB | Viewed 9457 times ]


Upscaled
Spoiler: show
Attachment:
TPass010.BMP
TPass010.BMP [ 5.93 MiB | Viewed 9457 times ]


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PostPosted: Mon Aug 19, 2019 8:22 pm 
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T-Rex Killer
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I personally think your upscaling looks amazing. I am highly impressed that this is even possible.

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PostPosted: Tue Aug 20, 2019 3:32 am 
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Parasaurus
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Thanks Draconisaurus, I can't take any credit for the actual technology. I'm amazed it's possible as well!

V2 is up. It's 4x the original resolution so quite a large download (V1 was 2x).
I don't have any trouble loading it with my average hardware. If people want a smaller 2x version I can make one as well.
https://mega.nz/#!BSRhQaJS!v_GE3iS_L-oOQiSnXExq3RaHTeWd7KwBFCLzdvGSoTg

Any thoughts?

I'm particularly impressed with the truck, it was pretty low resolution to start with. There's also a screen shot of it in game a few posts above.
4x upscale no interpolation/4x neural network upscale
Attachment:
PTruck32t2.jpg
PTruck32t2.jpg [ 114.53 KiB | Viewed 9374 times ]


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PostPosted: Tue Aug 20, 2019 4:49 am 
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It looks really good! Now it is too bad we can't do anything about the terrain textures!

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"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


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PostPosted: Tue Aug 20, 2019 6:07 am 
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Parasaurus
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tatu wrote:
It looks really good! Now it is too bad we can't do anything about the terrain textures!

I'm ready when the technology arrives!


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PostPosted: Tue Aug 20, 2019 4:59 pm 
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T-Rex Killer
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Let me know when it's available for download somewhere else than Mega...

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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PostPosted: Tue Aug 20, 2019 6:00 pm 
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machf wrote:
Let me know when it's available for download somewhere else than Mega...


Here you go: http://www.trescom.org/download/downloa ... es_V2.0.7z
I also repackaged it to a .7z file instead, reducing about 170MB :)

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"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."

"The main laboratory and administrative buildings. This is where we made our work, where the real magic trick happen. When they are in need of height fixing, they'll come here." - Hammond


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PostPosted: Tue Aug 20, 2019 6:08 pm 
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T-Rex Killer
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Thank you. The way Mega handles downloads by storing them in the browser's cache conflicts with my cache settings...

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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