MM7 ESRGAN attempt

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).

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Dragonfly
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MM7 ESRGAN attempt

Postby Dragonfly » May 23 2019, 3:52

Hi, i'm working on upscaling the textures using ESRGAN.

Things done:
- downloaded python, models, etc from ESRGAN
- upscaled BITMAPS.LOD images
- created a visual c++ proj to update the BITMAPS.HWL byte to byte with these images

Next steps:
- water (transparency missing from water tiles)
- d3d sprites
- icons?

Screenshots (I'm using GrayFace Patch 2.2) (thanks GrayFace for keeping the mm flame alive).
Image Image Image Image

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unknownone
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Re: MM7 ESRGAN attempt

Postby unknownone » May 24 2019, 0:22

congratulations for your effort, it seems to work well!
I've played and enjoyed many RPGs:
MM6,MM7,MM8,MM9, Fallout 1&2, Planescape Torment, Torment: ToN, TES3, TES4

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Dragonfly
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Re: MM7 ESRGAN attempt

Postby Dragonfly » May 26 2019, 0:00

Well, I finished with the d3dbitmap.hwl. I upscaled the textures with ESRGAN (0.6 ratio). And then modified the tiles that have transparency to 32 bits with alpha to fix water & lava tiles.

You can download it here:
https://mega.nz/#!rnJiwKiS!hmTRAHaR_EW4 ... pZJzVDfxok
480mb

You have to use d3d randering and when using the GrayFace patch you have to edit mm7.ini
NoD3DBitmapHwl=0
If you don't do that, MM will use BITMAPS.LOD (no d3d).
Last edited by Dragonfly on Jun 7 2019, 4:22, edited 1 time in total.

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Pixoala
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Re: MM7 ESRGAN attempt

Postby Pixoala » May 27 2019, 13:30

Nice work ! Obviously didn't work with the mm678 merge but the result is very cool !

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Dragonfly
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Re: MM7 ESRGAN attempt

Postby Dragonfly » Jun 6 2019, 15:01

Screenshots using Grayface patch 2.3 new UI!!! Great work GrayFace!!!

Image Image ImageImage

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Re: MM7 ESRGAN attempt

Postby uljira » Jul 9 2019, 1:19

Wow, are all the textures done? I'll give it a shot tonight. I was looking for exactly something like this, this is amazing!! Thank you.

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Dragonfly
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Re: MM7 ESRGAN attempt

Postby Dragonfly » Jul 10 2019, 16:14

All the ground and building textures. Not yet the sprites (NPCs, monsters, trees, 2d things that appear on the 3d world). There's a limitation for the sprites: when upscaling them, they get bigger on the 3d world and on the UI (identify monster). The 3d engine needs to be patched.

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Re: MM7 ESRGAN attempt

Postby uljira » Jul 20 2019, 5:23

Dragonfly wrote:All the ground and building textures. Not yet the sprites (NPCs, monsters, trees, 2d things that appear on the 3d world). There's a limitation for the sprites: when upscaling them, they get bigger on the 3d world and on the UI (identify monster). The 3d engine needs to be patched.


How about upscaling them and then lowering them back to the original resolution? Kinda like supersampling, there should be a way to have the same resolution while also benefiting of the upscaling in the first place, no?


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