hidfan Posted February 2, 2018 (edited) V 1.0 is available thanks to @Scuba Steve ! (additional clean up, bug fixes, now works with all commercial versions (tnt, plutonia) )Download Mirror 1 (google drive)Download Mirror 2 (google drive)How to use ? : Drag'n drop the .pk3s gzdoom exe, then play :). Doom NeuralUpscale 2x what is it ? : Using AI NeuralNetworks (A lot of Nividia's texture tools : super resolution and a little bit of Topaz's AI gigaPixel), all textures and sprites have been upscaled 8x (with tons of AI artefacts), then downscaled to a final 2X to restore a pixel art look. A lot of textures have been manually cleaned of AI artefacts and all transparency masks have to be manually enhanced (because AI don't know what to do with binary Black&White yet). I'd like to thanks the people who helped me go through a lot of technical problems I couldn't have resolved myself easily : of course @Scuba Steve for the awesome final sprint, but also @Teder for all the technical support, and @NightFright , @Honey16 , @Lollie, Phredreeke (from the zdoom forums, who helped Scuba Steve) ================================================================== Smooth weapons decorate Add ON- 8Mo This is a zdoom decorate wad with smoother weapon animations that are all upscaled. It makes a pretty good companion wad. Suba Steve made one that works with vanilla too, but it seems pointless since the neural wad only works in zdoom anyways. former Version 0.95 - 94Mo ================================================================== -PSD sources 1.41Go (warning : these are not yet up to date with 0.95)-the untouched 8x and 6x sources, direct from the AI, if you want to do your own cooking Spoiler EDIT : Kotaku's article had a wrong information, that is infecting all other articles : I experimented with enhance.io (and Waifu and others). But in the end, for the project, I only used Nvidia GameWorks's Super Resolution and Topaz AI Gigapixel. Press Articles :KotakuTechSpotPCGamerReddit The Verge I have been playing with different image upscaling neural networks : letsenhance.io and Nividia's GameWorks SuperResolution. I finally used Nvidia's solution (it took some time to be in the beta!) : Infinite amount of requests, better results. little drawbacks : max output size is 8192, so, for 8x it's a 1024 input, etc... 2 files processed at the same time max. The process was to pack doom textures into different 1024x1024 pngs (7 iamges), then get the 8x upscaled versions (using 2 different techniques), then blend those results together as they both have qualitys and issues, downsize to 4096 with bicubic supersampling to blend some noise, then downsize to 2048x2048 with nearest neighbour supersampling to keep the sharpness feeling of original doom textures. the 4x and 8x versions have too much funny AI artistic style artifacts to be used Unfortunately this comes with some unwanted pixels here and there and a heavy de-noising work was needed. Also the contrast is changed, bright details are brighter, and dark one are darker too, this had to be cleaned as well by removing them and leting the original texture color appear. The clean isn't perfect but a first alpha release stage has been reached and I can test it ingame... but I'm stuck, I can't make this work and I need some help to be able to launch gzdoom with the -file parameter and a folder with all Hires pngs . then I can fine tweak from photoshop to gzdoom easily. If someone more skilled than me with gzdoom modding could take a look My files (pngs, notworking pk3s) are shared in this google drive folder Here are some previews of the results (note : the transparency of the vine has been done manually, sadly the upscaler can't handle black and white shapes, but It's not that hard to do manually) Edited September 13, 2019 by hidfan V 1.0 !! 87 Quote Share this post Link to post
Dragonfly Posted February 3, 2018 Just rename the /TEXTURES folder to /PATCHES. There are a few issues, since you're using PNG's instead of paletted LMP files, so anything with cyan will need to be actually transparent in the PNG. I'm sure a lot of work is left to go as these patches cause texture alignment to go out of sync. STEP1 and STEP2 also have issues where they're replacing the texture despite being intended for FLATs. Looks pretty cool though! 5 Quote Share this post Link to post
Arctangent Posted February 3, 2018 8 minutes ago, Dragonfly said: Just rename the /TEXTURES folder to /PATCHES. There are a few issues, since you're using PNG's instead of paletted LMP files, so anything with cyan will need to be actually transparent in the PNG. The same would go for LMP files, really, outside of using some editors that make arbitrary assumptions when converting images. 2 Quote Share this post Link to post
Gez Posted February 3, 2018 21 minutes ago, Dragonfly said: Just rename the /TEXTURES folder to /PATCHES. There are a few issues, since you're using PNG's instead of paletted LMP files, so anything with cyan will need to be actually transparent in the PNG. I'm sure a lot of work is left to go as these patches cause texture alignment to go out of sync. STEP1 and STEP2 also have issues where they're replacing the texture despite being intended for FLATs. https://zdoom.org/wiki/Namespace As explained here. Flats go in /flats/, patches go in /patches/, and anything in /textures/ is used as an override graphic, meaning it'll have priority on both flats and composite textures. 2 Quote Share this post Link to post
Spectre01 Posted February 3, 2018 It would be interesting to see how how/if this could work on sprites. HD sprites is the one thing we haven't really had before. 8 Quote Share this post Link to post
hidfan Posted February 3, 2018 Thanks for the help DragonFly and Gez :) Spectre01 : it works pretty well on sprites too :), I wanted to release everything at once, but well, I need the textures to work, finishing this will teach me things that will be usefull when doing sprites . 4 Quote Share this post Link to post
exl Posted February 3, 2018 This looks very interesting! There is a definite "style" to how it extrapolates detail, but things like door texture and the Icon of Sin part look really good. Definitely want to see this in action. 3 Quote Share this post Link to post
Tormentor667 Posted February 3, 2018 This is suprisingly good :) 1 Quote Share this post Link to post
DooM_RO Posted February 4, 2018 Some of the textures appear larger than they are supposed to but other than that, it looks really good! Anyway, I was serious about when I said it would work well with Smooth Doom. Upscaled Doom textures combined with upscaled smooth sprites. It would be like an official Doom remaster! I would like to see a 4x, 8x version too, just out of curiosity. It it does not take too much effort of course. 1 Quote Share this post Link to post
Linguica Posted February 4, 2018 I renamed /TEXTURES TO /PATCHES and now everything loads but all the replacement textures aren't scaled down, so instead all the walls have the blown-up upper left quadrant of the texture covering the surface. Are there any instructions on how to fix this? 0 Quote Share this post Link to post
hidfan Posted February 5, 2018 Dragonfly : I re-uploaded transparent textures as transparent pngs without cyan backgroundDooM_RO : I uploaded some 8k sources here, I'll take look in smoothdoom files to see if I can upscale them at the same time of the original ones. Doom2 minor sprite fixing project seems also to be taken into consideration. what bother me is that it's no longer a Hires override pak but a full mod (actually, as I can't make Hires folder work, it's already no longer a Hires pak lol). Linguica : I'm still fighting with my files to make this work worrectly, with no success :(. -I split Flats and Patches, did a flats.txt and a patches.txt. only the scale of flats is working, patches scales are still ignored. -I tried to understand how the HD-Textures.pk3 works, because it does, ( as opposed to mine :D), and still has crazy filenames different from the ones in doom2.wad. The .txts in that file are just appearing as "readme", the patch/scale informations are hidden somehow. 1 Quote Share this post Link to post
hidfan Posted February 6, 2018 (edited) First sprite test : the zombie Sources are available on google drive. you can test the pk3 here Edited February 6, 2018 by hidfan 16 Quote Share this post Link to post
Spectre01 Posted February 6, 2018 Very cool! You can definitely see a major difference compared to the default Sergeant. 1 Quote Share this post Link to post
Bauul Posted February 6, 2018 (edited) These are very impressive! It's the first sprite resizing project in a while that genuinely looks like it maintains the feel of the originals. They made need a little tweaking, but it's a great start. This is the HD Zombieguy straight on if anyone's wondering: Edited February 6, 2018 by Bauul 2 Quote Share this post Link to post
DooM_RO Posted February 7, 2018 I wonder how the status bar face would look upscaled. 0 Quote Share this post Link to post
antares031 Posted February 7, 2018 I don't know why, but I believe someone will try to use this upscaling method for H-Doom sprites. Just saying. 0 Quote Share this post Link to post
Stealth Frag Posted February 7, 2018 I found that we can have some results even with online converter like waifu2x but only in graphics based on simple shapes and lines like Cacodeamon for example. 2 Quote Share this post Link to post
DooM_RO Posted February 7, 2018 @Reinchard Not sure whether I like those. I mean I still want the sprites to be pixelated. 1 Quote Share this post Link to post
Stealth Frag Posted February 7, 2018 Sure, it was just an example. 0 Quote Share this post Link to post
hidfan Posted February 7, 2018 I didn't know about waifu2x. I'll do some tests with it. Thank you ! 1 Quote Share this post Link to post
hidfan Posted February 11, 2018 after some tests : waifu2x is too limited in image size input. doing sprite after sprite will be crazy. it's results are interesting. Did On 07/02/2018 at 9:44 AM, DooM_RO said: I wonder how the status bar face would look upscaled. something like this (had to touch up the status bar manually) 10 Quote Share this post Link to post
saski Posted February 11, 2018 zombieman looks really cool. Are you going to upscale the other enemy sprites as well? 0 Quote Share this post Link to post
hidfan Posted February 11, 2018 1 minute ago, saski said: zombieman looks really cool. Are you going to upscale the other enemy sprites as well? I intend to :) 0 Quote Share this post Link to post
Reisal Posted February 11, 2018 Do not forget that Romero had an archive released that had a full 8 rotations for the zombieman and shotgunner not that long ago. 7 Quote Share this post Link to post
Dexiaz Posted February 11, 2018 Nice work. THIS IS THE FIRST TIME WHEN I LIKED THE DOOMGUY'S HUD FACE (HD remaked). Next step: force the Neural Network Machine to create a Doom Level. Yeah, we have an Oblidge, but Oblidge is a tool, not an AI. 0 Quote Share this post Link to post
DooM_RO Posted February 12, 2018 @hidfan It looks very cool but I still hope you plan to release pixelated versions of the assets. I think the chunky pixels are a big part of what makes Doom Doom. 0 Quote Share this post Link to post
Devalaous Posted February 12, 2018 This looks great. *thinks of all the old works that could get a facelift via this* 0 Quote Share this post Link to post
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