MM7 ESRGAN attempt

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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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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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Re: MM7 ESRGAN attempt

Postby Kraust » Feb 1 2020, 10:06

hello. i am try upscale texture too. it is my work. what do you think about it? Should I continue? Image ImageImageImageImageImage

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GrayFace
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Re: MM7 ESRGAN attempt

Postby GrayFace » Feb 1 2020, 11:31

New MMArchive version supports bitmaps.hwl, which can have 24-bit HD bitmaps in it. Color correction is automatically applied by the patch.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Re: MM7 ESRGAN attempt

Postby DaveHer » Feb 1 2020, 15:42

GrayFace wrote:New MMArchive version supports bitmaps.hwl, which can have 24-bit HD bitmaps in it. Color correction is automatically applied by the patch.

Will The MM7 Engine support 24 HD bitmaps? Thanks For the new Tools. :-D
David
Last edited by DaveHer on Feb 1 2020, 16:38, edited 1 time in total.

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Re: MM7 ESRGAN attempt

Postby Kraust » Feb 1 2020, 15:45

how you see - yes

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Dragonfly
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Re: MM7 ESRGAN attempt

Postby Dragonfly » Feb 1 2020, 15:57

GrayFace wrote:New MMArchive version supports bitmaps.hwl, which can have 24-bit HD bitmaps in it. Color correction is automatically applied by the patch.


Great Grayface!!!
It'd would be heaven if we can put hd sprites on sprites.lod or d3dbitmap.hwl. Do you think it would be possible some day?

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Re: MM7 ESRGAN attempt

Postby GrayFace » Feb 2 2020, 5:31

Aand here's a conversion I made with Topaz A.I. Gigapixel: https://drive.google.com/open?id=1tXWQS ... xvZjn4QBZB
Some tiles need manual editing, also Hhp2* textures weren't included at all, because they contain a texture crudely resized by NWC, which becomes all blocky after Topaz.

Dragonfly wrote:It'd would be heaven if we can put hd sprites on sprites.lod or d3dbitmap.hwl. Do you think it would be possible some day?

HD paletted sprites are already possible. Kraust is working on them. I do want to add support for 32-bit sprites with transparency one day.
Last edited by GrayFace on Feb 2 2020, 5:32, edited 1 time in total.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.

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Re: MM7 ESRGAN attempt

Postby Kraust » Feb 19 2020, 20:11

Image
Last edited by Kraust on Feb 19 2020, 20:16, edited 1 time in total.

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Re: MM7 ESRGAN attempt

Postby Kraust » Feb 19 2020, 20:19

Image

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tomchen1989
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Re: MM7 ESRGAN attempt

Postby tomchen1989 » Feb 19 2020, 20:50

Excellent!
I'm not sure if the UI/items/character portraits are able to be remastered?

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Re: MM7 ESRGAN attempt

Postby unknownone » Feb 19 2020, 22:54

Wow, that's impressive!! Great work!
I've played and enjoyed many RPGs:
MM6,MM7,MM8,MM9, Fallout 1&2, Planescape Torment, Torment: ToN, TES3, TES4

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Re: MM7 ESRGAN attempt

Postby Kraust » Feb 20 2020, 11:24

Last edited by Kraust on Feb 20 2020, 11:25, edited 1 time in total.

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Re: MM7 ESRGAN attempt

Postby Kraust » Feb 20 2020, 12:29

Image
some texture need edit manual. but it's increase more little details.


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