Page 1 of 3

[WIP] Neural Network Upscaled Flats/Patches

PostPosted: Thu Aug 22, 2019 3:57 am
by Phredreeke
People who are into Duke Nukem 3D or Blood may already know of my upscales for those games.

Anyway, I'm posting these here to see if there's any interest in something similar here. I am not doing sprites because 1. I've not gotten satisfactory results for most of them. and 2. there's already this project

I am doing this using multiple ESRGAN models and PSP scripts to combine them. Anyway, a picture tells a thousand words.



Also, some slide-over comparisons

https://imgsli.com/NTczOQ
https://imgsli.com/NTc0MA
https://imgsli.com/NTc0MQ

Feedback is much appreciated!

Re: [WIP] Neural Network Upscaled Flats/Patches

PostPosted: Thu Aug 22, 2019 8:50 am
by Darkcrafter
All these textures still need addtitional work on them, but this already starting to look better. Would be nice to see if there is anything that can be done in order to train a custom model exclusively for Doom.

Re: [WIP] Neural Network Upscaled Flats/Patches

PostPosted: Thu Aug 22, 2019 10:02 am
by MFG38
Darkcrafter wrote:Would be nice to see if there is anything that can be done in order to train a custom model exclusively for Doom.


I'm fairly sure that's a possibility. After all, AI has seen quite some advancements recently.

Re: [WIP] Neural Network Upscaled Flats/Patches

PostPosted: Fri Aug 23, 2019 1:00 am
by Samarai1000
Normally I'm not a fan of "Doom but HIGH DEFINITION!!!111ONE" mods, but I actually quite like the look of these. The way they're more 'detailed' but are still visibly pixelated reminds me of later-but-still-classic FPS games. It's a nice mix between being more detailed whilst still getting your brain to fill in the gaps. The bookshelf and corpse flats especially remind me of Blood.

Re: [WIP] Neural Network Upscaled Flats/Patches

PostPosted: Fri Aug 23, 2019 3:22 am
by Darkcrafter
I personally still prefer playing modern gzdoom with pixelated look: the smallest scale factor - pixelated + none at textures without anisotropy and any kind of anti-aliasing. I just like it. Despite that bullshit I just typed above. Hi-Res stuff is still needed because a good hi-res texture looks good even at low resolutions.

Re: [WIP] Neural Network Upscaled Flats/Patches

PostPosted: Sun Sep 01, 2019 7:47 am
by Phredreeke
Alright, I finally got around adding them to the actual game. Here's a few screens.

Spoiler:

Re: [WIP] Neural Network Upscaled Flats/Patches

PostPosted: Sun Sep 01, 2019 7:02 pm
by Scuba Steve
There already is a massive project to use Neural Network techniques to upscale every resource in the Doom/Doom2 wad.

https://www.doomworld.com/forum/topic/9 ... pscale-2x/

In fact, the project is now fully compliant with the Minor Spritefix wad that repaired dozens of mistakes in the vanilla doom gfx. The work you've done here looks really good, don't get me wrong... but I don't know if it's necessary to have TWO concurrent Neural Net projects running at the same time, especially considering one of them is 100% completed.

Re: [WIP] Neural Network Upscaled Flats/Patches

PostPosted: Mon Sep 02, 2019 6:14 am
by dmslr
@Scuba Steve it would be very cool if there was a project with only upscaled textures (w/o sprites and fonts). Do you think hidfan would release the version with only textures?

Re: [WIP] Neural Network Upscaled Flats/Patches

PostPosted: Mon Sep 02, 2019 9:10 am
by Scuba Steve
It's easy enough, you could do it yourself in a matter of minutes. Open the pk3 and navigate the FILTER/DOOMX/HIRES and delete every folder that isn't TEXTURES or FLATS.

Re: [WIP] Neural Network Upscaled Flats/Patches

PostPosted: Mon Sep 02, 2019 11:03 am
by dmslr
yeah i deleted and... everything is now invisible

Re: [WIP] Neural Network Upscaled Flats/Patches

PostPosted: Mon Sep 02, 2019 1:31 pm
by Scuba Steve
You also need to delete the SPRITES/SOUNDS base folders as well. They were needed to make the sprites work properly, but if you deleted the HIRES sprites, you'll need to delete these folders as well. You can also delete the DECORATE.DEC file too.

Re: [WIP] Neural Network Upscaled Flats/Patches

PostPosted: Tue Sep 03, 2019 7:01 am
by Scuba Steve
Actually... there might still be a use for this project. The Neural Upscale project I linked to used the Nvidia Super Resolution AI to produce the current results, but Nvidia has taken it offline... so we are unable to complete Final Doom's textures. If you're interested in continuing this project, might I suggest you start with the Final Doom resources (Plutonia and Evolution)? I did some overlay comparisons and the work here is comparable to what was produced for the other upscaled project, it would be great to have a complete resource containing 2x scaled textures for EVERY official id software released project and we could merge both projects together.

Re: [WIP] Neural Network Upscaled Flats/Patches

PostPosted: Tue Sep 03, 2019 7:30 am
by Phredreeke
Sure. Do you have a list of what textures need upscaling?

Edit: Do the new textures all have unique names relative to the base Doom 2 textures? Because if that's the case I think I can make a simple script to sort them out.

Edit 2: Slide-over comparison for Plutonia's A-VINE3 https://imgsli.com/NjE2OA

Re: [WIP] Neural Network Upscaled Flats/Patches

PostPosted: Tue Sep 03, 2019 9:33 am
by Scuba Steve
That looks pretty good. It seems to keep the color tones equivalent to the original too. I recall the labor intensive part is making sure the seams line up properly when titled... running them through the AI was the easy part :P Also, the grueling task of proper alpha masks on transparent textures was a pain.

Re: [WIP] Neural Network Upscaled Flats/Patches

PostPosted: Tue Sep 03, 2019 11:48 am
by Phredreeke
My way of dealing with tiling is repeat some of the opposite side on the edges of the texture. I added some green lines here to show where the texture repeats, this is then cropped out at the end of the process (I am assuming for these that the texture tiles horizontally but not vertically, but it can easily be adapted to work bidirectionally, as I did for the flats in my above upscale)



and yeah, making transparency masks is a pain.

(in addition to Final Doom, would there be interest in Perdition's Gate as I believe it was at one point meant to be the third episode of Final Doom)