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Hexen Neural Texture Pack


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Some screenshots

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Screenshots from older versions

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More screenshots (old)

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Screenshots comparsion (old)

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External link

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External link

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Edited by grandgreed

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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.

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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.

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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.

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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.

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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

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Edited by grandgreed

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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.

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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.

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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?

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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.

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33 minutes ago, m8f said:

(Korax teeth are not teeth anymore)

Korax like this?

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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.

 

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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.

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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.

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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 by grandgreed

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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.

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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 by grandgreed

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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.

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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

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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.

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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

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Crop from Doomsday (up) and GZ (down). Doomsday hud weapon some stretched due widescreen res.

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Edited by grandgreed

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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.

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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.

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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.

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