Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - blippyp

Pages: 1 2 [3] 4
51
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-12 13:29:14 »
Yes it seems ff8 use the same "strick layer system" than ff7 is, what's why you need potrace + non interpolated resize mixed to avoid missing pixels and layer collisions.
It's not perfect on some screens and you'll have to do smalls correction but that's the only way i found to have a correct render in ff7.
Great it have helped you, hopped you found a better way for ff8

Woah woah woah! Hold on a second - Are you telling me that you aren't providing a guarantee with this!?!??  haha ;-P

It's cool, don't worry I won't come back yelling at ya! The fact that you already (as far as I understand it) produced an update for FFVII using this technique tells me that it's pretty solid, even if there are a few "gotcha's" along the way. I'm sure the end result will still be better than simply upscaling the original masks (which given my previous video post, was horrible tbh). I know this isn't perfect either, but it's the best solution I have atm and I'm still very thankful to have it :)

52
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-12 09:03:13 »
What's the problem ingame? The mask looks really clean. :/

Unfortunately there are a couple issues that appear as you can see. One of those issues can likely be fixed if I can figure out why it's happening, but despite that, the overall effect is much worse. The masking doesn't match closely enough in game and looks 'lame' for lack of a better word. As you can see in the image below. For whatever reason, there's an odd overlapping of the masks, which I can't figure out why, not that I made any real attempt to figure it out yet though because the overall 'poor' masking ruins it for me in the end. Compare with the same image below it where I used my modified script from Satsuki. It's blockier, but the masking matches and is still cleaner than my original masking attempts, so I'm just going to go with his script.

My previously posted mask:


Using a modified script from Satsuki:

53
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-12 08:02:08 »
Thx, unfortunately, I gave this a test in game and it doesn't work. Satsuki's method is way way better, so I'm going with his method instead.

54
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-11 16:27:39 »
Alright, so I think this is what I'm going to end up going with. I don't think there's any chance of a 'perfect' mask given what we're trying to do, but it's certainly better than the blocky mess I was using earlier, whether it's better than Satsuki's method or not is hard to say, it's certainly smoother, but his blocky approach has benefits as well imo. (FYI: by 'blocky mess' I was not referring to Satsuki's approach, but my own original one haha - STILL MANY THANKS to Satsuki for introducing me to his method, and sharing his approach, without it, I wouldn't have been able to use potrace for this, since I wasn't even aware of it!)

Mega Link for PSD with all layers



Steps used: (I'm sure this can be altered to simply resizing to 400%, in which case how many pixels used to expand the mask at may change to 4 or 3, you'd have to play with it, and it's what I will likely do, since I don't think it's necessary to go to 800%)

  • create a potrace of the original image (a vector image), which I generated a gimppath file
  • copy original mask, import the gimppath
  • resize to 800%
  • fill selection with black then invert selection
  • expand selection by 5 pixels
  • fill with white
  • resize 50% copy/paste the mask

also, if you don't bother altering this and end up resizing from 800% to 400%, make sure you use NONE as your interpolation method when resizing the image so that you don't end up with any grey pixels.

of course, I won't know for sure if this will have issues until I try to implement it, but it at least seems to work with this particular scene.

55
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-11 15:42:32 »
Okay, I think I figured this out - but I certainly need to play with it to find a better 'middle ground'.

Look at the paddle in this image - In order to close the 'gaps' I selected more of the white background pixels to 'grow' (originally I was only growing it by one), in this image I had it at 6, which still left a couple of visible masking pixel holes here and there, so I'm assuming 7 would of completely solved this. However, clearly the mask around the paddle is now too big, even in this image. So what I'll have to decide on is how 'less straight' I want those lines to be, which SHOULD (I believe) allow me to choose a smaller number to increase my white pixels at. I'll definitely play with this again later and post my results, but I think I figured this out now.


56
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-11 15:03:00 »
Can you post a psd file of that so I can have a look on it or was it multilayered tiff?

Mega Link

I think if I applied what Satsuki had going on with this, perhaps it would work. But I still don't fully understand how his process worked to make it seamless. At the same time though, I'm surprised it turned out as blocky as it was with potrace as the base also (which was probably a lot straighter than what I just produced).

The problem with how I did it though is that it might be impossible to make it seamless this way. One possible solution I came up with however, was to merge all the masks together when all is said and done, to determine what 'is left to mask', then merge that with one of the images that is purely part of the background (ie: no characters walk behind it). I'm not sure how Pupu works for re-creating the images though or if that would cause a problem, plus you would need to identify a 'pure' background image for every screen, which may not be possible. In the end, it would just be too much of a headache, if not even possible at all. Unfortunately, I'm not very familiar with scheme however so I'm not sure how much your scripts will help me. I initially tried scripting in scheme with GIMP a couple of years ago and got such a headache that I jumped for joy when I realized that you could use python instead, which I still didn't know, but was way more like how I'm use to coding.

57
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-11 14:53:35 »
I closed the window with all the layers I had (since it was a failure), give me a second and I'll see if I can re-produce the mess I came up with yesterday.

58
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-11 14:45:58 »
image looks solid btw, can't wait to look at this further, if I can apply the techniques I've been using, I think I can generate a much nicer mask if I can figure out how to close those holes. this is an example of what I've been coming up with so far (compare the paddle - it's really coming out nice)



This mask isn't perfect and clearly needs to be cleaned up on the edges, I just pulled from one of the images I had in my gimp window atm, one of the images I was playing with yesterday, so I've been producing very similar masks, but when placed together I get those holes, so have been trying to figure out how to stop that.

Satsuki, can you also give the FFVIII background a go? I want to see if your way of masking result in a fiber/better mask then my technique.

I already posted using his technique, unless I messed up the script or simply did something wrong (it's the last message on the previous page). He didn't mention anything was wrong about it, so I'm guessing it's about what he would of expected.

59
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-11 14:31:56 »
nice, that sounds promising. I played with that script a little yesterday but not much and didn't really make any progress. I got a buddy coming over today that I haven't seen in a while, so I'm not expecting to get much done today either unfortunately, but I will certainly take a look at those scripts you posted. they might identify what I've been lacking in my attempts also. I'm pretty sure the 'heart' of Satsuki's script is that gravity filter he was using, but haven't noticed it 'work' yet. I don't know of a way to get gimp to run a filter like that, but if I combine what you came up with with satsuki's script I might be able to come up with a less blocky mask (at least that's what I'm currently hoping).

thx :)

60
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-10 13:49:17 »
Unfortunatley, I still haven't gotten a chance to play with the script again, but a quick look shows that later lines in the code require the results of the lines Satsuki recommended I remove, so I'll have to do some testing with it first. I've been continuing testing out new methods in GIMP similar to what you've described, and have gotten some really nice results, but like you, always seem to end up with some holes in the image some where. I'm about to try messing around with that script again though and try to fine tune it as well as modify it if I can with some of the techniques I've been playing with in gimp, with a little luck I'll have an even better script soon, but if not, at least a more refined one if that's possible. Until then, that script I posted works perfectly fine as is tbh, and it really doesn't take long to run it (my filter takes much longer, so this is just an extra minor step tbh).

l8r :)

61
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-09 19:52:26 »
The part you can try to skip is the :
Code: [Select]
cmd.exe /c start /B /wait /low " " convert -scale 400%% -background #FF00FF -alpha remove -alpha off -fill black +opaque #FF00FF %infile% %raw4x%
cmd.exe /c start /B /wait /low " " convert +transparent #FF00FF %raw4x% %raw4xcoupe%
cmd.exe /c start /B /wait /low " " composite -gravity center %raw4xcoupe% %blackImage% %raw4xmix%

You'll get a way better mask, but if ff8 is as rigid than ff7 with the layering, you may have missing pixels
The other parts of your code seems right to me, maybe not speed optimized as imagemagik can chain lots of action in one command, but this type of optimisation is not my cup of tea ^^'

awesome, thx, that's helpful, I gotta go pick up my kid now, but I'll definitely try to make that change later as soon as I can :)

62
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-09 19:28:40 »
I'm using a new gimp version where the algorithm is slightly different. I can give you my two scripts that I use and normally no holes should be visible.

Like I said, FF III is a bit different and gimp uses another upres algorithm.
I just wanted your opinion on general. If you like it, maybe you can tweak it a bit or use another gimp version for the old upres algorithm. :)

I initially began with the latest GIMP as well myself, but there are definitely some changes in it that were messing with my filter process so I went back to 2.8. But I will say this for the new gimp, it's WAY faster, so once all this is done and over with, I'm excited to give it another go.

Ya, I would definitely love to see the scripts though, even if they don't help me now with what I'm doing, I might learn something from them :P

63
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-09 19:26:02 »
Thanks.
Yes it's a full process on my own.

By the may i think anyone how realy master imagemagik can probably do the same with less steps and without potrace, i just use many steps because it was easyer for me to understand and debug ^^, so no mastering but some try and die and RTFM of imagemagik ^^.

To avoid black pixels masking issues i merge potrace with a 400% un-interpoled mask, If ff8 don't need this you can try out without de 400% mask merged and the result will be even better.

To my mind, sharing skills is the most important part of the life, is anyone can share is skill freely, the workd will be realy better than it is now ....

Honestly, it's been so long since I used imagemagick, that I had to look up reference notes just to get a basic idea of what was happening and my first few attempts left me shaking my head trying to figure out what I was doing wrong. I still need to go over the script I made to fine tune it as well, I would love if you went over it if you're still familiar enough with imagemagick, you might notice some things I could easily alter.

I altered it a bit since our 'goals' were clearly different I think. I simply just wanted to produce a mask image, while I believe your original script actually merged it with the background in the end. So there's a few things I'd like to change. I'll figure it out on my own if it's been a while or it's too much of a hassle, but like I said, if simply taking a peek at what I've done you can easily notice some stuff, you could save me a headache or two ;-P

Code: [Select]
@echo off
set infile=%1
set blackImage=%2
set workArea=workArea
set bwavector=%workArea%\bwavector.bmp
set eps=%workArea%\bwavector.eps
set vector4x=%workArea%\vector4x.bmp
set vector4xblack=%workArea%\vector4xblack.png
set raw4x=%workArea%\raw4x.png
set raw4xcoupe=%workArea%\raw4xcoupe.png
set raw4xmix=%workArea%\raw4xmix.png
set raw4xbackmix=%workArea%\raw4xbackmix.png
set fullblack=%workArea%\fullblack.png
set calquedecoupe=%workArea%\calquedecoupe.png
set box25p=%workArea%\box25p.png
set x4novi=%workArea%\x4novi.png
set combi=%workArea%\combi.png
set mask=mask.png

cmd.exe /c start /B /wait /low " " convert -fill black -colorize 100%% -flatten %infile% %bwavector%
cmd.exe /c start /B /wait /low " " potrace --turdsize 0 %bwavector% -o %eps%
cmd.exe /c start /B /wait /low " " convert -density 288 -background #FF00FF -channel alpha -threshold 70%% -alpha remove -flatten %eps% %vector4x%
cmd.exe /c start /B /wait /low " " convert  +transparent #000000 %vector4x% %vector4xblack%
cmd.exe /c start /B /wait /low " " convert -scale 400%% -background #FF00FF -alpha remove -alpha off -fill black +opaque #FF00FF %infile% %raw4x%
cmd.exe /c start /B /wait /low " " convert +transparent #FF00FF %raw4x% %raw4xcoupe%
cmd.exe /c start /B /wait /low " " composite -gravity center %raw4xcoupe% %blackImage% %raw4xmix%
cmd.exe /c start /B /wait /low " " convert -alpha remove -alpha off +transparent black %raw4xmix% %raw4xbackmix%

cmd.exe /c start /B /wait /low " " composite -gravity center %raw4xbackmix% %vector4xblack% %fullblack%
cmd.exe /c start /B /wait /low " " convert -background #FF00FF -alpha remove -alpha off -transparent #000000 %fullblack% %calquedecoupe%

cmd.exe /c start /B /wait /low " " convert -define png:format=png32 -fuzz 01%% -fill #FE00FE -opaque #FF00FF %blackImage% %x4novi%
rem cmd.exe /c start /B /wait /low " " composite -gravity center %calquedecoupe% %x4novi% %combi%
rem cmd.exe /c start /B /wait /low " " convert -define png:format=png32 %combi% -transparent #FF00FF %mask%
cmd.exe /c start /B /wait /low " " composite -gravity center %calquedecoupe% %x4novi% -negate %mask%

The two arguments I send it are the original file I'm masking and a black image the same size of that image, due to what I did to change it, I'm guessing there are steps here I can completely skip, since I'm only after the mask, which I'll then use in my own python script. I know it's still a bit messy, it produced what I wanted and haven't worked on it since, but I'm guessing there are things I could do/steps to take out that would speed it up. I tried to make sense of what you were doing, but tbh, I'm completely lost. I have no idea how this works.

Either way, good job, it's not perfect, but it's definitely better than what I was using, and the best part is that I can apply it to all the images.

I also completely agree with you about sharing info for sure. I haven't shared much about what I've done so far simply because it's still all kind of a mess, but when I'm done I'm sure I'll also post my python code and whatever else my process was so that others can use it if it's at all helpful, hell maybe it will just help someone with something completely unrelated, or in a couple of years a new filter will come out and someone will want to rebuild the screens again and for all I know what I've done/documented might help them along, which is great. And maybe no one would even care either, which is fine. haha

I do this for me more than anything, because I enjoy it, even I fail in the end or the results aren't as good as someone else's. I'll learn stuff along the way, with this project, I'm mostly learning about using python with GIMP, which tbh, has been a really good learning experience, especially since I had never even used python before this. :P

64
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-09 19:11:18 »
I need to tweak my tools a bit as FFVIII is a bit different then IX, but still, give it a try.
Tell me what you think of the masks.

It's not bad, it certainly has less jaggies, but as is, it's not a perfect match and leaves transparency holes in the image which clearly won't work.
I tried to do like you described as well on my own, but I can't get it to fit properly either, I wouldn't mind seeing the script though, I might be able to figure something out if I had a base to work with, otherwise I'm just kind of guessing and it could take forever to find something that works with all the options available even with only the few basic steps you described, it leaves a lot to the imagination. I'm not sure how you ever got this to work tbh, but certainly like the idea of it.

65
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-09 18:05:29 »
If it's helping you ^^

I don't know if you came up with this process on your own, but buddy, if you did - my hat's off to you. You got mad skills with image manipulation and I thank you for sharing them. :)

Spoiler: show

Spoiler: show







I still need to implement this into my process, but I'd say my masking issues are solved, this is awesome. I don't know how you figured this mess out, but it works pretty darn good.

@blippyp If you want, send me one complete Field with all the Layers, I'll go over my method and send them back to you. After that you can decide if that would be the better way to persue.

I'd still really like to compare what you were offering to this though, so please let me know. I won't bother implementing anything until I hear from you so that I can compare, you certainly also seem pretty passionate about your own process, so I'd really like to see the results. Also, if you wouldn't mind, could you post your script or send it to me? I would love to try it out.

I really appreciate the help I've gotten on this masking issue though. I honestly don't know if I'd of solved this one on my own.

66
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-09 15:22:10 »
Going over masks hand by hand will take months and you may end up with seam problems if the overlay isn't matching up.
@blippyp If you want, send me one complete Field with all the Layers, I'll go over my method and send them back to you. After that you can decide if that would be the better way to persue.

actually, now that I look at it again, what I've been discussing is useless. I would love to see what you're suggesting though, since I'm still trying to figure this potrace process out atm.

here is a small field which, every image is part of the background, so clearly ruins what I've been saying, and yet part of the image has crucial masking (the paddle for one) where the character(s) walk behind and the masking is crucial. if we can automate this screen's masking and keep that paddle nice, then I'd say the masking will be perfect for anything, I'm guessing. Just resize the images to whatever you want (like a lanzo4x or something would be fine I'd think) - the important part is rebuilding the mask again obviously.






potrace masks that paddle absolutely perfectly, but I still can't figure out how to get a good seam out of it. I've followed the steps Satsuki gave me, but there's something I'm missing/doing wrong about the process and would love to talk to him on discord or something to figure out what I'm doing wrong.

67
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-09 11:55:01 »
Just a question, in order to actually edit these alpha layers, would I need specific software to do that? I've noticed the image files are in a weird blocky format, I guess that's what the hashmaps are for?
I was thinking, I'm quite efficient with Photoshop, as I'm an artist myself. And I don't really mind monkeywork like that, manually touching up tiny details :)
Alteast touching up on the worse alpha maps in specific scenes

The hashmaps afaik, are for Tonberry, which uses them to determine which images are being displayed and which images to replace those images with.

The only software you would need for what you're talking about is something like GIMP or Photoshop or whatever app you prefer. So if/when I get to the point of producing images for a final product, and you wish to go over the masking by hand, I would have no problem with that, I certainly have no desire to do it, and tbh, it really should be done, I'm simply trying to get as close to a match as I possibly can by generating them. We're trying to automate something that really needs to be re-done because the images are no longer even remotely what they were to begin with. The AI neural networking process basically destroys any hope of re-producing exact matches again for the masking (which tbh, was actually done horribly to begin with).

I've been trying as many different ways as I can find to rebuild these things, but tbh, the potrace method used by Satsuki looks to be the best method, and is probably what I'm going to go with. It's the only method that doesn't 'destroy' the image/'sprite' much.

68
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-08 19:35:12 »
If it's helping you ^^



It's hard to deny the results of potrace though, and I only aligned your mask over the original by hand with this image. It's certainly the best option so far, but I haven't given up hope looking for another alternative just yet.

Spoiler: show
Although I do think potrace might be my only real option

69
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-08 19:22:46 »
I just use bicubic resize 25% then use my ff7 vb6 tool to generate this mask, all done with potrace and imagemagik.
If it's helping you ^^

Ya I looked at your process much closer as well, even downloaded potrace myself. It's not an option I haven't completed disregarded yet. But it's a process I'd rather do without tbh. My resizing of the layer isn't quite as nice, but is much easier overall to do and I don't think it would even get noticed. I'll know once I try it, if I don't like it, I can easily enough simply alter that section of the code to use potrace to generate the mask instead, unless I can find a better filter (which I doubt), potrace will likely be my next attempt.

The unfortunate reality of using a process like ESRGAN basically requires an entirely new mask to be generated for these things, I simply refuse to put that much effort into it, it's certainly doable, I just don't want to ;-P

70
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-08 19:14:46 »
That looks really good! But it looks like it always has issues with diagonal edges though. There's never a straight line. Wonder if one can code the behavior of these parameters.
But it has to be automated at some point, so it might be wise to not obsess over things you can't really control :D Haha

Is it possible to manually touch everything up? I understand that it might take years to do, but is it possible? :p

Yes, I after I have generated the images, I can then go back and edit the masks if I choose for the images that require them. This image is a bit of a special case. In the lower left of the screen, there is a smoke effect happening in the game, so the masking of the bars is very noticeable there. This is an example of when I would want to go back and manually modify the mask. The issue is certainly the mask, not the image. Look at the image without any masking taking place:



In most situations though, it would simply be a quick flash of the player or npc walking behind something, if the masking isn't absolutely perfect, most of the time most people wouldn't even notice or care, but when it's sharp and jaggy, it's just plain obvious. So simply generating a mask like I posted previously will 'probably' solve most of those issues and only require me doing minor manual edits here and there (I hope). Since usually the background is put behind the image, you don't even notice the mask happening until the moment when something goes behind it, so usually, you don't even see it.

Btw, over at the Angelwing thread on the upscaled backgrounds, FanSH posted the backgrounds slightly scaled up and pixellated. That makes everything look much more authentic. Even with the waifu upscaling. Have you tried that out with these?

The entire point though of redoing the backgrounds is to stop seeing all that pixellation though. There are some nice mods made for this game (like the updated characters) and the whole point of a mod like this is to complement those characters, so that they don't look so out of place, so to me, that's not really an option. I'd rather just find a better solution, even if that means manually editing a few masks along the way.

71
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-08 08:21:23 »
Holy fuuuuck that looks great! :-o
Regarding the masking, Im' asuming the blocky edges comes from the auto generator? The waifu packs also have them, but they're kinda rounded off.
But I actually think it looks better with these clear blocks, instead of the HQ2X looking edges.

Is it possible to manually touch up the alpha edges? Cause this is an issue in all games with prerendered backgrounds.
It's also an issue with the other waifu upscaled packs. Some areas have really bad masking. Much much worse than I can see here

Thanks, it's nice to know someone is enjoying it :). As far as the masking goes however, I may have already come up with a much better solution:

Old Mask:


New Mask:


Although this was relatively easy to do in GIMP, doing it in code will likely take some playing around until I get it right. I'll now have to figure out how to convert the mask into a regular layer, filter the layer, and then convert that layer back into a mask. Which is super easy to do manually, but in code might be harder. But I'm sure I'll figure it out with some testing.

The fact that I'm coding the process, makes it very easy to keep any 'state' of the image I desire for the final image, so in the end, I could leave the whole image attached with the mask and save that as a separate file that I can easily open and quickly edit the mask if there's something about it I'm not liking. Even as it is, because I was doing a direct upscale of the mask without any smoothing of the edges at all which was to ensure that all the 'jigsaw' pieces fit together nicely without any gaps in between, but that same process produces this ugly masking and is obviously very noticeable when walking behind the objects. Since the only real issues I came up with were the parts where people were walking behind the object, I think it's fair to say that although not perfect, this new mask should look much better, and if it doesn't for an image here or there, I can easily just open that file and alter the mask afterwards for the few files that might need a little extra 'nudge'. So what I'll do is leave my current process exactly as it is but mask any image that isn't part of the 'base background' layer with this new method. I actually merge all the files for a background into one layered file and use that as a soure file. I hide all the layers except for the 'base background' layers to build that base image from, so it should be easy enough to determine which images need to be upscaled with this new method because they won't be visible in that source file.

So for now, I'm going to attempt making this type of mask, and if successful, I will then run a quick test on one of the obvious screens that was having issues (like the one with the paddle or the one with the flag and test that out and if it works good, I'll rebuild Balamb or another quicker to build area as a last test and if that works then I'll begin finally producing all the images (can't wait until I'm finally at that point) assuming I don't notice another major issue that needs fixing.

72
WIP / Re: Final Fantasy VIII - Graphical Update Mod (WIP)
« on: 2019-01-07 18:17:14 »
So I've been testing my auto-generation over the past 12 hours, I auto-generated all the images in the bc texture folder (so basically everything in Balamb). It's finished and I've briefly run through it and for the most part everything is working great. However I have noticed a major oversight in my masking technique which basically forces me to start from scratch regarding the masking. I've demonstrated these new screens and the masking issues in a youtube video which you can see here:

Youtube Video

Bottom line is that I need a better masking technique. Satsuki was discussing his technique using vector images and I think that doing something like that (if not copying what he was describing completely if I can figure it out) is exactly what I need. It's not that the technique I'm using isn't working, it's working exactly as expected, but whenever someone walks behind an object, the masking is clearly blocky and very ugly. Not all the screens came out perfectly, nor did I ever expect them to, but for the most part they did turn out pretty well other than the masking.

If anyone is interested in seeing this for themselves in game, you can download the entire bc texture set I created thru this link:

Mega Download for BC Textures

They are just the textures, so you will obviously need Tonberry installed also as well as the hashmaps from the AngelWing mod also I believe.

Just a quick update and something to play with if you want.

73
Wahooo that worked!
I had to modify your code a bit in regards to your results folder but otherwise it's awesome!

Can you try sending me another message? I didn't really block anything but I unchecked "allow user to send me mails" I can't find anything to blocking PM's. :/

Glad to hear it's working for you now :)
Unfortunately I'm still blocked for some reason. Error is:

User 'Fraggoso' has blocked your personal message.

So whatever causes that I have no idea, I've sent PM's to people on here before without any issues, so I'm guessing it's something in your settings.

74
Hello,

I apologize, I would of written back sooner, but when I got back my internet had dropped and it only just came back ;-P

I tried to send you a PM back, but it says you've blocked PM's, whatever that means. I guess it's an option in you settings for the forum.

I already gave you the information for the batch file tbh, all it does is activate that python command.

Send me your test.py script, and then I can tell you exactly what to type to activate it. if you copied what I wrote exactly, then all you should have to type is:

Code: [Select]
python test.py models/RRDB_ESRGAN_x4.pth H:\GUM\fieldsXCF

replace models/RRDB_ESRGAN_x4.pth with whichever ESRGAN model you wish to use.
replace H:\GUM\fieldsXCF with whatever folder you wish to have ESRGAN generate files from.

But send me your python script in your next message and then we'll know for sure.
Also, what operating system are you using? Windows/Linux/Mac??
If you're not on windows then make sure that all \ slashes are changed to / slashes.

75
ESRGAN comes with a batch file that looks something like this:

Code: [Select]
@echo off
echo Upscaling images in H:\GUM\fieldsXCF folder
python test.py models/RRDB_ESRGAN_x4.pth H:\GUM\fieldsXCF
echo Images can be located in Results folder
pause

so instead (from the dos prompt) you can just type something like:
Code: [Select]
python test.py models/RRDB_ESRGAN_x4.pth H:\GUM\fieldsXCF

just replace the H:\GUM\fieldsXCF with whatever folder you want to generate files from

I have to go now and take my daughter to school, if you have any further issues, just post your test.py file and your batch file if you can find it and I'll reply when I get back.

Pages: 1 2 [3] 4