Perhaps a fun project for someone with time on their hands would be to try and create a neural network for converting full-colour textures into 8-bit palette texture. Sort-of like the inverse problem, would be helpful for using Q3 texture sets in Q1.
someone applied a similar concept for a Blood1 upscale but using the waifu2x upscale and retouching by hand.
This one I understand has been trained specifically on/for gamey/pixelly graphics and not manga like waifu2x
Cool stuff, and yes better results whilst truly keeping the original feel of the gfx.
From It's Own Thread.....
Neural Network Textures "remake"
Posted by AAS on 2019/01/06 18:08:17
Few days ago I read about crazy stuff in the doom communuty: https://www.doomworld.com/forum/topic/99021-v-0-95-doom-neural-upscale-2x/
I registered om nVidia Nividia's GameWorks SuperResolution page in order to get a copy of the tool, but they said "all tickets are sold, wait for a final release" :(
Similar work ( https://github.com/xinntao/ESRGAN
) people do in Morrowind and Max Payne:
Can we have that in Quake?
Someone must be doing this!
Quake Enemies Upscaled 2X
Lately I've played around with waifu2x. Here a first test .pak
Please try it and give feedbacks.
Nice Work, Icaro!
Yes! Icaro did what everyone's been thinking about but been too lazy to actually do anything about (well, the laziness part applies at least to me). Thanks for going through the trouble! :)
Nice work with the upscaling; looks pretty much like Quake as we remembered it. That is to say, you don't even notice it unless you get up close and personal to the monsters. I think it's even less noticeable here compared to the upscaled Doom sprites because of the 3D polygonal nature of Quake enemies.
That made me wonder, whether anybody's tried neural upscaling of polygon count. I'd imagine that combined with upscaled texels would produce some serious 'wow' reactions from me. :D
So Icaro... Now that you've upscaled the monsters, how about the rest of the textures? ;D Would love to see you continue your good work!
Looks bang on to me. The next level up in quality and fidelity from the normal GLQuake version. Certainly still fits in perfectly with the Quake graphical norm, could possibly go even further and still be good.
Creating upscaled versions as replacement content conflicts with other replacement contents (e.g. Chillo's enforcer) and will lack some artistic cohesion anyway.
Upscaling and custom filtering should be implemented at the engine level, preferably as plug-ins (DLLs, scripts, etc.). Some Nintendo 64 emulators does this already, for example.
It looks very, very close indeed to the original. But it got me thinking... I reckon I can beat that.
I tried a little experiment - instead of playing with one of these fancy upscaled textures, I tried just playing with the original unchanged texture, and what happened next blew my mind.
Instead of just being very, very close to the original, it turns out that playing with the original was exactly like playing with the original. It was bloody awesome, and I'll definitely be replacing all the original skins and textures with the original skins and textures as soon as I get a spare moment.
It's the same but different. And more betterer.
Here all the upscaled models in ID1
here the upscaled textures of the start map:
My aim is to highlight how powerful this tool is. I personally agree with Mankrip. The upscale should be implemented at the engine level; I don't wanna spent my life converting textures every time a map is released!!
I might also try a 4x .pak. For models is tricky, because it seems that there is a maximum size possible. For textures it seems to work pretty smooth.
I think you should try with TopazAI too
its a 30 day trial, but the results are really impressive
Reconverting the images back to Quake's 256-color palette kills the color interpolation, retaining only the shapes. This makes those packs looks like posterized painting
It would be more appropriate to pack the results as 24-bit color external replacement textures.
To clarify: Color interpolation gets lost when the palette doesn't have any appropriate color for the resulting midtone. This forces the midtones to be replaced by the base colors, effectively killing the interpolation. The purple sky is a very good example of this.
As a general rule, the lower the difference between two different colors, the less palette colors are available for the midtones between them. White and black have effectively 253 potential midtones, while mixing colors such as 47 and 208 can hardly result in any other color.
A good comparison is between tech01_1 (great results!) and metal5_4 (looks cartoony).
I See Your Point!
I'm trying to find a solution :-)
Heres my experiment with everyone's favorite boss
looks pretty good, got a screenshot of in-game?
A Bit Shiney Around The Mouth Maybe??
Rest is fine.
so was ur mum after my "appointment" with her lol
That version of Chthon is really cool.
It would be interesting to see the HUD, menu & console textures get this treatment. I wonder how good the text would look.
do you have a pic of Chthon in game?
nope, i didn't found a port that supports TGA for monsters, plus idk the files for it
Converting them to portable network graphic from a tga should not effect the image quality, at least not too much. Also my attempts to download the paks have been fruitless it only downloads an empty folder.