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/vr/ - Retro Games


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File: 49 KB, 480x360, tot.jpg [View same] [iqdb] [saucenao] [google]
4354868 No.4354868 [Reply] [Original]

I'm trying to find higher resolution remastered versions of the OOT pre-rendered backgrounds

>> No.4354872
File: 38 KB, 512x224, Krem_Quay_Overworld_-_Donkey_Kong_Country_2.png [View same] [iqdb] [saucenao] [google]
4354872

>>4354868
wont happen. ive been looking too. seems like all that shit is long gone like the pre-rendered backgrounds from DKC series

>> No.4354875
File: 264 KB, 1012x249, OoT-Market_Night.png [View same] [iqdb] [saucenao] [google]
4354875

>>4354868

>> No.4354890
File: 138 KB, 1011x249, OoT-Market.jpg [View same] [iqdb] [saucenao] [google]
4354890

>>4354875

>> No.4354893

>>4354872
Geez I do love DKC backs either, I wish some one out there with some photoshop skills could upscale and remaster them properly

>> No.4354896
File: 127 KB, 1012x249, OoT-Ruined_Market.jpg [View same] [iqdb] [saucenao] [google]
4354896

>>4354890

>> No.4355043

wouldn't that be exclusively the domain of the original creators? I would think you would need to make a new rendering of the original scene.

>> No.4355052
File: 30 KB, 512x224, VineValley_DKC.png [View same] [iqdb] [saucenao] [google]
4355052

Would be great to get ahold of the original pieces in full resolution, but yeah they're probably locked at Nintendo/Rare's vault.

>> No.4355058
File: 488 KB, 1024x448, e16e7831-9739-4937-a000-951e638c860a.png [View same] [iqdb] [saucenao] [google]
4355058

>>4355052

>> No.4355064
File: 620 KB, 1024x448, c6a20321-4754-437c-acce-86a45e2135b1.png [View same] [iqdb] [saucenao] [google]
4355064

>>4354872

>> No.4355068

>>4355058
Is that a filter? It looks a lot less detailed than the original though.

>> No.4355080

>>4355068
Yeah I upscaled it using a cheap software
to fill the gaps between the pixels the filter uses the most near color combination an fill the voids resulting in a Van Gogh style of painting =s

>> No.4355130
File: 13 KB, 229x220, looking-good.jpg [View same] [iqdb] [saucenao] [google]
4355130

>>4355064

>> No.4355141
File: 93 KB, 600x400, donkey_kong_in_real_life_by_phyreburnz-d50waok.jpg [View same] [iqdb] [saucenao] [google]
4355141

>>4355130

>> No.4355283

>>4355141
Lost

>> No.4355992
File: 58 KB, 256x244, VXQ1xaF.png [View same] [iqdb] [saucenao] [google]
4355992

I'd like a high-res version of Wet Dry World's skybox.

>> No.4356020

>>4355992
>Wet Dry World's
These backgrounds are so peacefull to look at

>> No.4356060
File: 378 KB, 640x480, Resident_Evil_3_background_-_Uptown_-_boulevard_g1_-_R10306.png [View same] [iqdb] [saucenao] [google]
4356060

>> No.4356636

>>4355052
You overestimate the vaults' capacity. Modern games may actually have bigger chance of gathering that kind of sources because of big teams, formal processes, and versioning systems. If you are contracted to produce a set of images of specified kind, style, and technical parameters, and certain iteration was finalized, saving intermediate data is totally up to the original artists. They might keep it for some time, just in case, but eventually unneeded projects are thrashed for the space they take. In the end, after the release, the company only needs sources for fixing/updating things, not redoing something from scratch.

Moreover, the image you posted is pixel art, and there is no source for it other than itself.

>> No.4356673

>>4355992
>high-res

>> No.4356828

>>4356636
If they even exist. What if the artist preferred working in 320x240 instead of high resolution?

>> No.4356841
File: 174 KB, 515x348, MVC09000170001CasaresVillage.jpg [View same] [iqdb] [saucenao] [google]
4356841

>>4355992

>> No.4356860

>>4356673
You know what I meant, didn't you? Shithead.

>> No.4357282

>>4354875
>>4354890

I always thought they should have removed the shop signs in the night version.

>> No.4357295

>>4356841
It's been disproven that that is the same place.

>> No.4357321

>>4357282
Why?

>> No.4357329

>>4357321
I always seemed to me that it would make sense, that it would be a bleaker night without them.

>> No.4357334

>>4357329
Why would the night be bleak? It's just night. Are you confusing it with the ruined future version?

>> No.4357338

>>4357334
No, just that it would be darker without the bright signs there and the goofy face breaking the 'character' of night, I guess.

>> No.4357426
File: 431 KB, 1025x1300, sFAQumY[1].jpg [View same] [iqdb] [saucenao] [google]
4357426

FFIX original backgrounds were discovered a while back:
http://www.neogaf.com/forum/showthread.php?t=551612

>> No.4357445

>>4357295
Even so, that could still be used to recreate it at a higher resolution.

>> No.4357731

>>4355080
You've never seen a van gogh, have you

>> No.4357742

>>4356841
>>4357295
Isn't Wet Dry World bg some place in Israel?

>> No.4357774

>>4357426
Is there some way to mod those into the pc port?

>> No.4357790

Does anyone know if the Alone in the Dark 4 backgrounds are floating around anywhere?

>> No.4358059

>>4354868

I will never understand why they used prerendered backgrounds in those sections, was the polycount?, I don't think that image occupies less than some poly models

>> No.4358064

>>4356060
how is that tiny ass street a boulevard?

>> No.4358119
File: 205 KB, 2022x498, jpg.jpg [View same] [iqdb] [saucenao] [google]
4358119

>>4357426
I don't know whether those are the actual materials the final assets were created from, but they are obviously not straight-out renders (not even taking in account post/matte editing)

If they actually are legit, my guess is the art people generated lower-ish base renders (since this is late nineties and it still takes a ton of time and computer power to do anything), then they upscaled and filtered them up to get an acceptable ratio of non-pixellated-but-smudgy to work on and then edit them to get the final lightning and extra detail right, knowing that it would look OK after scaling them down again for the final resources.

>> No.4360238

>>4358064
Capcom devs had no fucking clue what an American city actually looked like

It's why the police station is a god damned art museum

>> No.4360242
File: 22 KB, 320x240, zelda_new16n64c.jpg [View same] [iqdb] [saucenao] [google]
4360242

>>4358059
I think it was. Here's some beta screenshots and you can really see that it kinda looks like shit and is very underdetailed.

Actually if you compare to >>4358119 it almost looks like these buildings are the introduction "hallway" where you go in to the side door to the pots room. So if they had to use that many polys just for that building, imagine doing the stairs, or all those canopies with details, or the Temple of Time in the background??

>> No.4360245

>>4360242
>>4358059
In fact now that I think about it OoT can't handle that many polys in the environment at ALL. They had to split the Temple of Time into 2 rooms ffs

>> No.4360263
File: 1.80 MB, 1920x1080, Kakariko_Village_(Ocarina_of_Time)[1].png [View same] [iqdb] [saucenao] [google]
4360263

>>4360245
What about Kakariko Village (pic related)? The market has about the same amount of buildings/props, they could've made it real time.

>> No.4360269

>>4360263
But then again, pre-rendered 240p backgrounds probably looked better on the TVs of the era than low poly boxes.

The 3DS remake is IMO the definitive way to play the game, the technology finally allowed them to do everything they wanted.

>> No.4360274

>>4360269

Nah, 3DS remake is garbage. Atmosphere completely ruined with an overbright ambient lighting palette.

>> No.4360276
File: 140 KB, 319x480, shamefur.jpg [View same] [iqdb] [saucenao] [google]
4360276

>>4360274
>autistic screeching

>> No.4360281
File: 3.68 MB, 2592x1728, chi04_01029_p0034.png [View same] [iqdb] [saucenao] [google]
4360281

>>4360276

>how dare you not agree with my opinion!

>> No.4361325

>>4355058
>>4355080
You know, that gives me an idea.
A digital painter could PROBABLY paint over the original backgrounds using the same palette to add more detail. It wouldn't be perfect, but currently no filter is gonna work at this point, a human needs to do it manually.

>> No.4361392

>>4361325

I've done a little bit of experimentation with this. It can work, but requires a ridiculous amount of effort. And god help you if the background is animated.

>> No.4361470

>>4360242
if that was even suppose to be anything in the first place. that beta level just screams generic city test instead of hyrule beta version.

>> No.4361474

>>4360274
Does the 3DS not let you lower the LCDs brightness? Should be able to mitigate the issue somewhat.

>> No.4362513

>>4360245

well, that's what I'd have done, have load times between every street corner, it only took a second, and the temple of time can be a single texture like the volcano

the 3ds version has the prerendered backgrounds too?

>> No.4362546

>>4360238
>barry owns a replica gun because he's a gun enthusiast
No Japan this is America, where gun enthusiasts can own the real thing.

>> No.4362547

>>4360242
It would be a dream come true to run around in some of the unused beta areas from OoT that you can see in promotional material.

>> No.4363853

>>4362513
>the 3ds version has the prerendered backgrounds too?

No, it's full 3D. It's pretty good honestly, the polygon count is just right and gels well with the game's art direction.