I taught an AI how to make Jedi Knight textures bigger. Then, I worked with the AI to make them all bigger. I split out the parts of the textures that were lit, then the AI made the textures more detailed, and finally I did some minor touch ups (but only on the absolute worst textures, because I don’t have time to do all of them).
Then I wrote a program that replaces Direct3D 5, used by JK for 3D accelerated rendering, with a new renderer built on OpenGL. Because this was a purpose built replacement instead of a faithful emulation of Direct3D, it fixes all of the compatibility issues running JK on new computers. It also fixes a bunch of other problems JK had, like transparency order.
Then, I modified the program to automatically replace the games original textures with materials specified by a modder. These materials are bundles of textures and parameters. Materials introduce support for high-resolution textures, 32-bit textures with proper alpha channels, emissive textures (with bloom), and parallax occlusion mapping which adds the illusion of 3D detail. It is possible to add more in the future.
Finally, I made my own material pack with the AI-upscaled textures.
I reused some Gorc code. Otherwise, no.
No / nothing. This project is for the original game. It's also basically done.