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/vr/ - Retro Games

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>> No.6890207 [View]
File: 869 KB, 1920x1080, q2_0004.jpg [View same] [iqdb] [saucenao] [google]
6890207

>>6890012
when i did the upscaled pack for Q2's monsters i had to edit and upscale 2x, had to learn though trial and error how gigapixel and ai upscaling works.
low res textures for old games with chunky pixels has a 2x limit, Games like Q3A and UT has better detailed and higher res textures, therefore they are good to go.

in the end they still look normal, though i never cared to add more details to make it more like their PCX original input, which shines in software/hw mode.
the doom project had the luck of its dev having access to Nvidia Gameworks tools for AI upscaling.
fact, i had to remake the Iron Maiden's faces because i wanted them to look more distinct like the Q4 Maidens being Female Marines captured after Q2 landfall
Also i must thank calinou for his take on the Manga109 upscale, because the weapons look cleaner and it has more detail.

BTW, if someone is making upscales, they also need to keep an eye on the detail and the original model, so its still 1:1 accurate to the original texture, and it doesn't end up something ugly like the ancient Q1 texture packs which looks too clean.

>> No.6809314 [View]
File: 869 KB, 1920x1080, q2_0004.jpg [View same] [iqdb] [saucenao] [google]
6809314

>>6809268
Quake 2 is "bland" because of tim willits fucking with development to the point of killing the AI and the plague of vanilla doom 1 and 2 itself, bad monster placement.
Which community maps and Mission packs fixes and does it better

>>6809298
Alf, eat a dick.
Mainly because of you trying to force us against the Ultima and SS fanbase with you and your Q1 friends autism on /v/ and here on /vr/.

>> No.6464804 [View]
File: 869 KB, 1920x1080, q2_0004.jpg [View same] [iqdb] [saucenao] [google]
6464804

>>6459787
has someone EVER ripped that port apart to see if they improved the monster textures?

>> No.6455718 [View]
File: 869 KB, 1920x1080, q2_0004.jpg [View same] [iqdb] [saucenao] [google]
6455718

>>6455713
also i forgot pic but Q2 needs that shit.
is that hard to use other fucking textures or even create new monsters for it?

>> No.6416081 [View]
File: 869 KB, 1920x1080, q2_0004.jpg [View same] [iqdb] [saucenao] [google]
6416081

>>6416076
Q2XP is optimized as fuck and easy to config, something that can't be said for Q2RTX
also it works without the pkx files in it, so consider it a Q2E reborn and working perfectly

>> No.6137275 [View]
File: 869 KB, 1920x1080, q2_0004.jpg [View same] [iqdb] [saucenao] [google]
6137275

>>6136539
>>6136552
AI Upscalers are becoming a thing.
the thing is that you still need to put some textures into the dithering and pixelated treatment to get a better result that is 1:1 accurate to the original image

but people are too lazy to spend a few hours in photoshop

for 3dgames, most of it is limited by the mesh itself, you can make this to Q2 but the resolution is still lower than originally is.

>> No.6125197 [View]
File: 869 KB, 1920x1080, q2_0004.jpg [View same] [iqdb] [saucenao] [google]
6125197

>>6125170
Keep in mind that old games, MAINLY early quake 2, had the retarded habit of compress its textures when applying filtering, mainly OpenGL games, resulting in OP's image.
source ports and patches fixed this fuckery along with nearest upscaling which works perfectly for higher resoluions, also you have ai upscaling for some stuff.
The only game that broke this paradigm was fucking UT99 and Unreal 1 since they used 3dfx and later on direct3d.

>> No.6123545 [View]
File: 869 KB, 1920x1080, q2_0004.jpg [View same] [iqdb] [saucenao] [google]
6123545

>>6123539

>> No.6119296 [View]
File: 869 KB, 1920x1080, q2_0004.jpg [View same] [iqdb] [saucenao] [google]
6119296

i think i've created a cute monster

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