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Thread: FGR Projects of the 2020s

  1. #1

    FGR Projects of the 2020s

    Starting off with:

    https://soundcloud.com/virtual-studi...r-overthewaves

    Technically, if you think about it, it is also a mod

  2. #2
    Likes Kittens. Eats Fluffies
    Posts
    12,212
    I'm a mod

  3. #3

  4. #4
    Likes Kittens. Eats Fluffies
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    12,212
    Nice Sobre las Olas btw. All I could think of while listening was this:


  5. #5
    Whoa, Cowboy Bebop, I really haven't thought of it since 2003. Nice!

  6. #6
    Running a texture upscaler on the custom textures in T-O: DOA 2 certainly counts as an FGR project of the 2020s:

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  7. #7
    Decided to upscale a few DF textures while at it:

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  8. #8

  9. #9

  10. #10
    bro are you modding jk?

  11. #11
    After MOTSNUP, I decided to check out how Dark Forces textures upscaled and threw them into a test map of sorts (as seen above) - a lot of them do extremely well.

    ... And some (originally 32x16 in size) don't:

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    That said, if I got a MAT->PNG batch converter that worked on 16-bit MATs as well (OR forced the usage of a defined CMP if the MAT in question was originally 8-bit), I could be upscaling TODOA through the roof.

  12. #12

  13. #13
    Those DF textures up-scaled nicely (except for that poor control panel).

    *Cries in 320 x 200*
    *Blows nose in Macintosh 640 X 400*
    Taton Qek, The master of masterfully inspired levels that never get released.

  14. #14

  15. #15
    Child's Play CharityBlockyness Rocks!
    Posts
    2,956
    Wow that looks really good. Great work FGR!
    Author of the JK levels:
    Sand Trap & Sand Trap (Night)


  16. #16
    thx

    Quote Originally Posted by Taton Qek View Post
    *Blows nose in Macintosh 640 X 400*
    That reminds me: Does the Mac version of DF have higher-res assets (namely textures, wink wink), or are the advancements limited to the higher resolution only?

  17. #17
    The Only "Hi-rez" assets are Menus, HUD, and Loading screens unfortunately.
    Taton Qek, The master of masterfully inspired levels that never get released.

  18. #18
    Daym, thanks anyway

    That said, I am almost done with preparing the DF textures (the ones used in the game at the very least - hopefully) for upscaling, but I wonder what I should do with them after that since there's no JkGfxMod-like injector for DF (and we all know what happened to DarkXL). I mean, someone might be able to make use of these textures (or maybe someone has already upscaled them a long time ago - and very likely better than I have!) but whether or not I can just zip these up and release on ModDB or something does puzzle me..

  19. #19
    And now, the DFNUP - that at the moment cannot be used in DF itself (not that the sprites etc. are covered) - is complete:

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    A shame that JED doesn't import all the level archi/texturing properly, but for this screenshotting purpose it's sufficient.
    Last edited by Nikumubeki; 04-01-2020 at 07:52 AM.

  20. #20
    The DeviantPixel ESRGAN model (as opposed to the Outcast one used for JKNUP/MOTSNUP/DFNUP) worked pretty nicely on this sky texture:

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    Original textures:

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    Last edited by Nikumubeki; 04-01-2020 at 11:50 AM.

  21. #21
    Administrator
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    7,620
    Is there a DF mod that allows full mouselook yet?

  22. #22
    I don't think I need to mention it looks beautiful, but why are the blue lights yellow?

  23. #23
    Probably due to the bloom values used when compiling the texture pack

  24. #24
    Quote Originally Posted by SMLiberator View Post
    I don't think I need to mention it looks beautiful, but why are the blue lights yellow?
    Yeah, had the emissive values at 2.3, 2.3 and 1.12 for 99% of these emissive textures, hence the yellowness.

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    Might recompile the textures with 2.3, 2.3, 2.3 values at some point - or not, considering there's nothing to release this texture pack for.

  25. #25
    Quote Originally Posted by Brian View Post
    Is there a DF mod that allows full mouselook yet?
    Why my boy are you in luck. There was a hacky method that used software designed for wiimote emulation that was just awful.

    However, In the last month, a crazy Russian hacker dude implemented mouse look (among other features). The program is called Dark Force DeHacker, and you can get it from DF-21.net (Long may it Live!). Note: If mouselook is to sluggish for you, you can enable the 4X multiplier option for faster mouse movement.

    http://df-21.net/downloads/uploads/1...5/dforcedh.zip

    If anyone care about Dark Forces (DF-21 Rules! Massassi Temple Drools!), DF-21 is being regularly updated, and we even have a twitter account.

    https://twitter.com/DF21net

    Russian Hacker Website (In Russian)

    http://ctpax-cheater.losthost.org/ht...trouble.htm#df
    Taton Qek, The master of masterfully inspired levels that never get released.

  26. #26
    FGR archi from 2002 now with 99% upscaled textures:

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    (I think the only un-upscaled one there is dflt.mat)

  27. #27
    That said, while the concept of displacement maps is pretty neat (albeit it tends to cause game crashes in custom levels), it'd require actual texture editing (and other effort) to make them truly nice:

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    very tragic
    Last edited by Nikumubeki; 04-13-2020 at 08:19 AM.

  28. #28
    Admiral of Awesome
    Posts
    18,560
    Well I mean if you're editing a level and creating textures that use parallax, you should probably put the large details in geometry and use parallax for things like brick walls.

  29. #29
    That said, that texture does look pretty nice in the game (on the left) without parallaxing:

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    (Also, based on its resolution of 256x512, it might have been originally made for Dark Forces which also has 256x512 textures (f.ex. the texture on the right) - ones actually used in the game for ... reasons)
    Last edited by Nikumubeki; 04-14-2020 at 02:22 AM.

  30. #30
    I haven't played it for a year now, but these upscaled textures got me thinking I should play it again sometime

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