grandgreed Posted March 10, 2019 (edited) Heretic Neural Texture Pack | Hexen Neural Texture Pack This project is a continuation of the development of the Hexen is also aimed to bring a new look for in-game content of Heretic. The main course remains unchanged: "...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." Due to the fact that Heretic has smaller, simpler and weakly detailed textures (still two years between games, and this is a significant period), the work becomes more complicated, since it is difficult to recover details from sources. Thanks theleo_ua for the help and tips during the work. ________________________________________ Entires are ready Texture examples (old versions) Spoiler Examples of weapons (old versions) Spoiler Examples of enemys (old versions) Spoiler First screenshots #1 (old versions) Spoiler First screenshots #2 (old versions) Spoiler First screenshots #3 (old versions) Spoiler ________________________________________ How to use this mod. Manual for Doomsday Engine here Manual for GZDoom one and two Release date: 26.04.2022 Version: 4.0.2 Final File size: 148 Mb Direct links: GZ Dengine Changelog: -Some minor fixes Old changelog: Spoiler v4.0 -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 v3.0.1 -Added missing flats v3.0 -Updated and fixed almost all textures and sprites -Fixed most visual errors of the AI interpreter -Added missing sprites -Updated weapons sprites -Fixed corpse sprites v2.0 -Fixed most textures -Fixed most sprites -Fixed most flats Edited June 13 by grandgreed 24 Quote Share this post Link to post
grandgreed Posted March 10, 2019 (edited) More screenshots Spoiler Spoiler Edited August 4, 2020 by grandgreed 1 Quote Share this post Link to post
printz Posted March 10, 2019 This is totally awesome. I wonder if it can be integrated in source ports as a permanent feature. Can it also be used on new third-party graphics? Or does that require new training samples? 0 Quote Share this post Link to post
grandgreed Posted March 10, 2019 (edited) 48 minutes ago, printz said: This is totally awesome. I wonder if it can be integrated in source ports as a permanent feature. Can it also be used on new third-party graphics? Or does that require new training samples? Thanks for your attention. Two engines are supported: GZ and Dengine. Nothing special needed. Edited March 10, 2019 by grandgreed 0 Quote Share this post Link to post
Emmanuelexe Posted March 11, 2019 What about the red color on the side of the mouth of the malotaur? Is it normal? I can imagine, it can be hard to find a good redesign for the little enemies like the gargoyles. Hyped, I shared the link of the topic ^^ 0 Quote Share this post Link to post
printz Posted March 11, 2019 10 hours ago, grandgreed said: Thanks for your attention. Two engines are supported: GZ and Dengine. Nothing special needed. I meant that: is it hard work to train the neural network to upscale any new texture sets? I suppose from the original post that it was somewhat of a challenge to upscale the Heretic set? Because I'm interested if this can also be applied (by the user eventually, not bothering you every time) with custom third party textures (from other mods), so they don't stand out as low resolution when loading them alongside this mod. In other words: it would be great if this became a source port feature (instead of a resource wad) to automatically upscale any low resolution textures. However, i understand you had to use specialized tools, which probably take significant off-line time, so maybe it's not ready for what I said here (said source port would have prohibitive loading times, and might need to be distributed with lots of machine learning data in the zip) . 0 Quote Share this post Link to post
grandgreed Posted March 11, 2019 13 hours ago, Manhs said: What about the red color on the side of the mouth of the malotaur? Please show where is it. 11 hours ago, printz said: is it hard work to train the neural network It's not hard work but... But it should be remembered that the neural network often interprets what should not be and as a result the original appearance is lost among the invented details. Let the final resolution of the image get a little lower, but close to the original, than it will be high, but with extraneous details. Regards. 0 Quote Share this post Link to post
Emmanuelexe Posted March 11, 2019 Here is a pic for the malotaur, well little detail, maybe not important, there like a mini red effect. 0 Quote Share this post Link to post
grandgreed Posted March 12, 2019 14 hours ago, Manhs said: like a mini red effect. Only bull sprites have this. Other enemys and objects do not have that. Obviously this is some kind of lighting simulation conceived by developers. 0 Quote Share this post Link to post
grandgreed Posted March 13, 2019 Main post updated. Initial test release uploaded. 0 Quote Share this post Link to post
Emmanuelexe Posted March 14, 2019 Awesome, i shared it, did you made the head of the golem like that intentionally? I like this design Looks like his head is really made out with a pile of rocks like that nice! 0 Quote Share this post Link to post
grandgreed Posted March 14, 2019 (edited) 14 minutes ago, Manhs said: did you made the head of the golem like that intentionally? No side intervention. It's a result by neural network. Edited March 14, 2019 by grandgreed 0 Quote Share this post Link to post
Emmanuelexe Posted March 14, 2019 (edited) ah ok xD lol How do you plan to modify it? Well, i suppose it's better to keep it like the original design style! Edited March 14, 2019 by Manhs 0 Quote Share this post Link to post
grandgreed Posted March 14, 2019 3 hours ago, Manhs said: How do you plan to modify it? Well, i suppose it's better to keep it like the original design style! I don't have plans to touch it. I just can to try other interpret method to compare, but I think it will be not good result. 0 Quote Share this post Link to post
grandgreed Posted March 23, 2019 Main post updated with new ver. 1 Quote Share this post Link to post
Emmanuelexe Posted March 24, 2019 Nice, thank you for the work! I will try at v1 like for Hexen Neural. :) 0 Quote Share this post Link to post
grandgreed Posted March 31, 2019 Main post updated. New ver uploaded. 1 Quote Share this post Link to post
Emmanuelexe Posted April 5, 2019 They made an article about your mod in PC GAMER website nice!https://www.pcgamer.com/heretic-looks-stunning-with-neural-network-texture-improvements/ Nice, close to v1, i suppose? :) 0 Quote Share this post Link to post
NightFright Posted April 5, 2019 I just actually realized the existence of this. Really nice work, even if the AI did most (if not everything) of it. Even nicer: Existing GZD brightmaps still work with these resized sprites, so at least you don't have to live without that extra eye candy. Some other stuff like my fullscreen HUD or widescreen sprite fixes naturally breaks things, though. 0 Quote Share this post Link to post
Mordeth Posted April 5, 2019 They actually credited @grandgreed this time, instead of the illustrious artists/modder called 'somebody' :) 2 Quote Share this post Link to post
theleo_ua Posted April 6, 2019 Nice work! Also, don't forget about this https://zdoom.org/wiki/Sprite#Heretic.wad (I will check your pack later about those technical details) 1 Quote Share this post Link to post
grandgreed Posted April 7, 2019 Main post updated. New ver uploaded. 1 Quote Share this post Link to post
Emmanuelexe Posted April 7, 2019 Awesome, version 1 release! I will play Heretic with it, gonna share it ^^ Thanks for this mod! :) 1 Quote Share this post Link to post
grandgreed Posted April 13, 2019 Main post updated with new ver. 0 Quote Share this post Link to post
theleo_ua Posted April 14, 2019 On 4/13/2019 at 6:19 PM, grandgreed said: Main post updated with new ver. v1.0.1 -Fixed transparency on some sprites -Updated some textures Which exact sprite names are fixed with transparency? I compared byte-to-byte patches folder of 1.0.1 and v1.0, and found no differences 1 Quote Share this post Link to post
grandgreed Posted April 14, 2019 (edited) 1 hour ago, theleo_ua said: Which exact sprite names are fixed with transparency? I compared byte-to-byte patches folder of 1.0.1 and v1.0, and found no differences Thank you very much for your attention. It should not have been downloaded. This is a workprint, I mistook the names. The right files are uploaded. Big thanks again for noticing this. Spoiler CHDLA0 CHDLB0 CHDLC0 Edited April 14, 2019 by grandgreed 1 Quote Share this post Link to post
Judicator Posted April 17, 2019 Hello, how do I load this texture pack in Doomsday? Thanks. 0 Quote Share this post Link to post
grandgreed Posted April 28, 2019 On 4/17/2019 at 8:13 PM, Judicator said: Hello, how do I load this texture pack in Doomsday? Please read manual from here. ___________ New ver uploaded. 1 Quote Share this post Link to post
Judicator Posted May 14, 2019 On 4/28/2019 at 10:06 PM, grandgreed said: Please read manual from here. ___________ New ver uploaded. Thank you very much. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.