grandgreed Posted January 2, 2019 (edited) Hexen Neural Texture Pack | Heretic Neural Texture Pack As a continuation of neural upscale method from Doom thread (big thaks to hidfan), next work will also be directed to bring the new look of original textures from Hexen. The main purpose is preservation of details and lack of third-party modifications, only close view of what was conceived by designers since the beginning. No intervention, only the original. Thanks theleo_ua for the help and tips during the work. Entires are ready. Texture examples (older version) Spoiler Spoiler Spoiler Examples of weapons (older versions) Spoiler Examples of enemys (older versions) Spoiler Some first screenshots (older versions) Spoiler ______________________________ How to use this mod. Manual for Doomsday Engine here Manual for GZDoom one and two Release date: 13.06.2024 Version: 4.1 File size: 348 Mb Direct links: GZ Dengine Changelog: -Textures and Flats updated -Some minor sprite fixes and updates Old changelog: Spoiler v4.1 -All textures have been reworked using specially trained models -Pickup items, weapons, particles, effects, enemies and the rest of the pack content have also been updated with improved models -Added some missing sprites -Some minor fixes v4.0 RC1 -All textures have been reworked using specially trained models -Items, weapons, particles, artifacts, effects, enemies and the rest of the pack content have also been updated with improved models -Added some missing sprites v3.1.1 -Updated switches v3.1 -Fixed some minor details in textures -Fixed some minor details in patches -Updated weapons sprites -Fixed corpse sprites v3.0 -Updated and fixed almost all textures and sprites -Fixed most visual errors of the AI interpreter -Added missing sprites v2.0.3 -Removed offsets due problem with some GZ versions v2.0.2 -Added heresiarch's corpse offsets (GZ Only) v2.0.1 -Added missing sprites v2.0.0 -Fixed most textures -Fixed most sprites fixed -Fixed most flats v1.x -Very first versions with many changes -First testing of using various neural models Edited June 13 by grandgreed 51 Quote Share this post Link to post
grandgreed Posted January 2, 2019 (edited) Some screenshots Spoiler Screenshots from older versions Spoiler More screenshots (old) Spoiler Spoiler Screenshots comparsion (old) Spoiler External link Spoiler External link Spoiler External link Spoiler External link Edited July 26, 2021 by grandgreed 0 Quote Share this post Link to post
Gez Posted January 2, 2019 In ZDoom it'd be Sprites since they're sprites (HUD or not); for Doomsday I don't know. Look in the Doomsday Manual (wiki) if there's some info on this; there should be. 0 Quote Share this post Link to post
dpkonofa Posted January 2, 2019 This is just a suggestion but I would suggest setting up the structure for ZDoom-style archives since it seems to be the more popular port. It's interesting to me that source ports haven't really standardized but I don't see any advantages to the Doomsday namespace as opposed to ZDoom's. 0 Quote Share this post Link to post
grandgreed Posted January 2, 2019 3 hours ago, dpkonofa said: more popular port Will make package for it. 4 hours ago, Gez said: it'd be Sprites since they're sprites (HUD or not) It's true. Engine automatic collects everything (textures/sprites) from pk3 with their original lmp names. First version will relese for few days. 1 Quote Share this post Link to post
elend Posted January 2, 2019 That ingame screenshot does look very nice. 1 Quote Share this post Link to post
ETTiNGRiNDER Posted January 2, 2019 High-res textures in Hexen ends up being quite an eye-opener about how sloppy they were with texture alignment in those maps. But that does look surprisingly good for something algorithmic. A little rough around some edges, but still surprisingly good. 3 Quote Share this post Link to post
grandgreed Posted January 3, 2019 (edited) Already done 2237 entires. But there are some problems with very small sprites (like 3x7 px) and need more time to get correct view. Enemy Spoiler Edited January 7, 2019 by grandgreed 5 Quote Share this post Link to post
grandgreed Posted January 3, 2019 On 1/2/2019 at 8:40 PM, Gez said: Look in the Doomsday Manual (wiki) if there's some info on this; there should be. I can't find it. There missed (or I am don't see) manual of the folders structure inside package. Engine accepts everything except Hud weapons. Maybe subfolders are used there? I like dengine and want to understand this moment. 0 Quote Share this post Link to post
Gez Posted January 3, 2019 I haven't found anything either, and to be honest I'm a bit confused by their article on packages. Perhaps someone more familiar with Doomsday, like @Vermil, could help. The best would be if a Doomsday developer would pop in, but only @DaniJ was a regular around here, and he was last seen in 2016. 1 Quote Share this post Link to post
elend Posted January 4, 2019 I don't know why, but I really like those textures. They look way better than Doom's. Why is that? Because they are more "natural" as in stone or wood? 1 Quote Share this post Link to post
Immorpher Posted January 4, 2019 From what I remember you were using a different upscaler than Nvidia's, right? 0 Quote Share this post Link to post
m8f Posted January 4, 2019 First: great job. Second: to my eye, the results are amazing for textures and weapons, and are not so great for monsters. The shape of eyes looks off, fingers are too thin (look at ettin's left hand), teeth aren't sharp (Korax teeth are not teeth anymore). Stalker's scales are gone completely. It shows how surprisingly much effort and artistic skill was applied to the monster sprites to look right. So even a small indication of a feature allows the brain to deduce the remaining parts. I wonder if the upscaling algorithm can be tuned to amend this, or manual touches will be needed to restore the sharp details. 1 Quote Share this post Link to post
grandgreed Posted January 4, 2019 33 minutes ago, m8f said: (Korax teeth are not teeth anymore) Korax like this? Spoiler Quote Stalker's scales are gone completely All scales are coincide with proportions. Size of textures can be huge or ultra small, anyway engine will size it to model normals. Quote It shows how surprisingly much effort and artistic skill was applied to the monster sprites to look right. So even a small indication of a feature allows the brain to deduce the remaining parts. It is extremely delicate work with such details. Other things depend on the general specification. 0 Quote Share this post Link to post
m8f Posted January 4, 2019 6 minutes ago, grandgreed said: Korax like this? This variant is undoubtedly better, though teeth are rather blunt. On original sprite, there are sharp teeth of a carnivore. About Stalker - I was not talking about height/width proportions, but about his skin texture. You can see it on its flippers and lower body. My brain imagines that this is fish or snake scales. On upscaled version, Stalker's skin is uniformly smooth. I have to note that my nitpicks are very subjective, because different people may see different things in low-resolution images. 0 Quote Share this post Link to post
grandgreed Posted January 4, 2019 (edited) 1 hour ago, m8f said: My brain imagines that this is fish or snake scales. I have to note that my nitpicks are very subjective, because different people may see different things in low-resolution images. You talking about really things. According to deep tables of images in consciousness which describe visual type of objects we interpret all things according to this perception. One man will see what will be coordinated with his tables, other man will see some another. So we can see in sprites truely image but ai can't. Sprites are too small to be interpret correctly. This moments needs to be corrected manually. I know some tricks how to correct sprites that ai accepted changes but it will take more time. Edited January 4, 2019 by grandgreed 0 Quote Share this post Link to post
grandgreed Posted January 7, 2019 (edited) Main post updated with download link. Edited January 7, 2019 by grandgreed 2 Quote Share this post Link to post
AL-97 Posted January 7, 2019 Is it too late to suggest Heretic Minor Sprite Fixing and Widescreen-Friendly Project to be used as a base? 0 Quote Share this post Link to post
grandgreed Posted January 7, 2019 (edited) 1 hour ago, AL-97 said: Is it too late to suggest Heretic Minor Sprite Fixing and Widescreen-Friendly Project to be used as a base? GZDoom can customize the type of clipping sprites. Checked in Hexen and did not find issues with placing. Spoiler About HUD weapons padding. It's ports problems. For example Doomsday engine don't have it. About "fake" sprites. If you can find it, please tell me and I will fix it. Edited January 7, 2019 by grandgreed 1 Quote Share this post Link to post
grandgreed Posted January 8, 2019 Some Heretic ? Before Spoiler After Spoiler 1 Quote Share this post Link to post
Gez Posted January 8, 2019 I don't know if it's Doomsday doing it, but the flames from the braziers getting a drop-shadow really make them stand out in a bad way. The other thing I noticed is that the neural network wants to turn the gem-holding claws on the wand into fingers. 1 Quote Share this post Link to post
Tribal Posted January 8, 2019 3 hours ago, Gez said: The other thing I noticed is that the neural network wants to turn the gem-holding claws on the wand into fingers I always though they were fingers, like two hands holding the yellow stone 1 Quote Share this post Link to post
dpkonofa Posted January 8, 2019 9 hours ago, Gez said: I don't know if it's Doomsday doing it, but the flames from the braziers getting a drop-shadow really make them stand out in a bad way. The other thing I noticed is that the neural network wants to turn the gem-holding claws on the wand into fingers. I agree that the smoothing effects from Doomsday look bad in that pic. The claws I always thought were fingers too but I guess that's more of a perception than any kind of factual statement. 0 Quote Share this post Link to post
grandgreed Posted January 8, 2019 (edited) 46 minutes ago, dpkonofa said: smoothing effects from Doomsday look bad in that pic What effects? If you mean "hq resize mode" on GZ, that yes its a little better. Screens from GZ. Before and after Spoiler Crop from Doomsday (up) and GZ (down). Doomsday hud weapon some stretched due widescreen res. Spoiler Edited January 8, 2019 by grandgreed 0 Quote Share this post Link to post
Gez Posted January 8, 2019 3 minutes ago, grandgreed said: What effects? Here screens from GZ. Thanks. As I said, I didn't know if it was an effect from Doomsday, and your GZDoom screenshot shows that it wasn't. The flames from the statue braziers get a drop-shadow effect added to them in the nn upscale. In my view, it makes them look like a clear plastic cutout, not like flames. Pay attention particularly to the colder, brownish areas of the flames at the top, and how they look like flat tiles floating in front of the walls. 0 Quote Share this post Link to post
dpkonofa Posted January 8, 2019 20 minutes ago, grandgreed said: What effects? If you mean "hq resize mode" on GZ, that yes its a little better. Looks like it's not the effect but on the sprite itself. Notice how the fire on the statues has a dark shadow or border on it. Something is going wrong with the upscaling or downscaling. Do you have antialiasing turned on when you're doing the upscaling? May need to turn that off. 0 Quote Share this post Link to post
grandgreed Posted January 8, 2019 5 minutes ago, Gez said: drop-shadow effect Yes. Or another word "black texture outlines", I know that problem. It should be cut off and additional processing with transparency at the edges of the fire is required. Plus antialiasing. It's a hard precise work. 0 Quote Share this post Link to post
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