Doom Neural Upscale - xBRZ 6x

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tobis87
Posts: 4
Joined: Fri Jun 21, 2019 9:21 pm

Doom Neural Upscale - xBRZ 6x

Post by tobis87 »

Based on the awesome work of hidfan who used neural network image upscaling for the doom textures:
https://www.doomworld.com/forum/topic/9 ... pscale-2x/

I prefer to have a free of pixels version.
Therefore I have batch-processed all textures with xBRZ 6x and run them through PngOptimizer (saving 200 mb uncompressed).


This now includes all later patches:
  • Removed some artifacts of a Doom texture and Doom 2 menu.
    Recalculated and reset the offsets.
    Fixed issue with Plutonia texture and Arch-vile
https://drive.google.com/uc?id=14u_qQ6O ... t=download
890,1 mb compressed, sha256sum - 0fc04f001b2d1074d324f3f32938e7d33be966498feb2f8d4df0368c1f26c47f
Last edited by tobis87 on Thu Jul 11, 2019 10:52 pm, edited 2 times in total.
tobis87
Posts: 4
Joined: Fri Jun 21, 2019 9:21 pm

Re: Doom Neural Upscale - xBRZ 6x

Post by tobis87 »

.
Last edited by tobis87 on Thu Jul 11, 2019 10:53 pm, edited 1 time in total.
tobis87
Posts: 4
Joined: Fri Jun 21, 2019 9:21 pm

Re: Doom Neural Upscale - xBRZ 6x

Post by tobis87 »

Two bugs which I noticed:
- One texture is not displayed with the correct size in Plutonia Experiment
- One sprite of the Arch-vile is not displayed with the correct size

Could someone help me to fix this?


User avatar
TDRR
Posts: 815
Joined: Sun Mar 11, 2018 4:15 pm
Operating System Version (Optional): Manjaro/Win 8.1
Graphics Processor: Intel (Modern GZDoom)
Location: Venezuela

Re: Doom Neural Upscale - xBRZ 6x

Post by TDRR »

tobis87 wrote:Two bugs which I noticed:
- One texture is not displayed with the correct size in Plutonia Experiment
- One sprite of the Arch-vile is not displayed with the correct size

Could someone help me to fix this?


I can't download this (Google drive links hate Firefox) but i think you should first make the full texture, put it into a PNG and then throw that into the "textures" folder under the name of that texture. If you are using SLADE, you can open Plutonia's "TEXTURE1" lump and look for this texture, and once you find it, right-click and then click "Export as PNG" and that is the texture you should edit and then place in the "textures" folder. Hope i helped.
tobis87
Posts: 4
Joined: Fri Jun 21, 2019 9:21 pm

Re: Doom Neural Upscale - xBRZ 6x

Post by tobis87 »

Fixed the issue with Plutonia texture and Arch-vile by including the original sized sprites (only 9) from hidfan.

Using Firefox myself. I now merged all changes into one file and posted the direct download link.
Tkfreak77
Posts: 3
Joined: Thu Aug 08, 2019 8:35 am
Graphics Processor: nVidia with Vulkan support

Re: Doom Neural Upscale - xBRZ 6x

Post by Tkfreak77 »

tobis87 wrote:Based on the awesome work of hidfan who used neural network image upscaling for the doom textures:
https://www.doomworld.com/forum/topic/9 ... pscale-2x/

I prefer to have a free of pixels version.
Therefore I have batch-processed all textures with xBRZ 6x and run them through PngOptimizer (saving 200 mb uncompressed).


This now includes all later patches:
  • Removed some artifacts of a Doom texture and Doom 2 menu.
    Recalculated and reset the offsets.
    Fixed issue with Plutonia texture and Arch-vile
https://drive.google.com/uc?id=14u_qQ6O ... t=download
890,1 mb compressed, sha256sum - 0fc04f001b2d1074d324f3f32938e7d33be966498feb2f8d4df0368c1f26c47f
Google link don´t work.
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