Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » JA2 1.13 with Upscaled HQ Textures (Looking to see if its possible.)
JA2 1.13 with Upscaled HQ Textures[message #362542] Thu, 25 February 2021 09:27 Go to next message
MrStitch is currently offline MrStitch

 
Messages:21
Registered:September 2018
I have wondered for some time if it were possible to extract the textures in the game. I know they are stored inside the .sci files and have been able to use the SCI editor to do a bit of edits to some of the textures but mostly just to change some minor things. The way the textures are stored is in a container that holds other textures on other frames or pages if you like. kind of like a slide show.

I recently stumbled upon ESGRAN Enhanced Super-Resolution Generative Adversarial Networks. It uses some algorithms to Upscale images to get better resolution quality. I know it was used recently to upscale the sprites in Project Diablo 2. I have used a similar technique in other games where i would extract the game textures, batch process them with added effects to get a better quality image and then converted those images back to their original file type and plugged them into the game. I wonder if something similar could be done with the JA 1.13 textures and give the game a bit of polish. Anybody be interested in trying this together or know if or how it could be done?

Report message to a moderator

Private 1st Class
Re: JA2 1.13 with Upscaled HQ Textures[message #362543 is a reply to message #362542] Thu, 25 February 2021 09:35 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
The only way I think is to modify game render code to add layer that will make it think that it still works with old resolution but instead substitute each sprite with high resolution version. Or modify half of the game as everything is hardcoded for certain sprite sizes.
There was a successful project to add high resolution jsds to the game but it's only internal representation.



Left this community.

Report message to a moderator

Lieutenant

Re: JA2 1.13 with Upscaled HQ Textures[message #362546 is a reply to message #362543] Thu, 25 February 2021 13:09 Go to previous messageGo to next message
Asdow is currently offline Asdow

 
Messages:143
Registered:August 2010
I've had similar thoughts while working on the new animations and it's possible, but not without changes to the code because as seven mentioned, a lot of UI components are hardcoded with absolute pixel positions.

The "easiest" solution might be to forgo support for low resolutions, substitute all the artwork with higher resolution versions and modify the code to work on them similarly to original graphics. Say, if the lowest usable resolution now is 640x480, double it and the all the artwork sizes, the relative size of everything should look the same except with more details.

Best solution would be to rewrite a lot of the UI code to use relative positions and make it work regardless of the resolution/artwork size by scaling the art. That's a big undertaking though, and another issue is tactical rendering. IIRC the tileengine has a hardcoded assumption that one tile is 20 pixels wide, and that assumption is used quite extensively in the rendering codes, at least pertaining to zbuffer from what I remember about reading the code.

Report message to a moderator

Sergeant
Re: JA2 1.13 with Upscaled HQ Textures[message #362548 is a reply to message #362546] Thu, 25 February 2021 15:53 Go to previous messageGo to next message
MrStitch is currently offline MrStitch

 
Messages:21
Registered:September 2018
yeah i didnt think this would be as easy as i hoped. well if anybody knows a method of trying it that i know how to help with, please let me know as id love to give it a shot and see if we can give the game a little more love.

Report message to a moderator

Private 1st Class
Re: JA2 1.13 with Upscaled HQ Textures[message #362748 is a reply to message #362542] Thu, 25 March 2021 08:10 Go to previous message
nrmmyth is currently offline nrmmyth
Messages:1
Registered:April 2006
Location: Croatia, Split
Would it be possible to make a proof of concept that proves upscaling with neural net is possible and we know how to execute it? Could we get one game screen upscaled or anything really?

Thinking that a successful PoC would excite devs and encourage expensive code changes. happy

Report message to a moderator

Civilian
Previous Topic: Ideas for New Mercs
Next Topic: Robots added to the ASD
Goto Forum:
  


Current Time: Tue Jan 07 03:40:26 GMT+2 2025

Total time taken to generate the page: 0.00789 seconds