markec

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Everything posted by markec

  1. 'member an old game Warbirds The story so far was that team split from there and went in 2 different directions, one of them creating WW2ol, well now it seems a sort of revival is coming up, the old Warbirds is being remade on Unreal Engine 4 and on top of it all, by revived MicroProse company although under a new development team, shock. https://techraptor.net/content/microprose-returns-to-publish-warbirds-2020-coming-fall-2019
  2. Hello, i'm a long time lurker, I registered to make everyone aware and especially the developers of an open source upscaler called ESRGAN (Enhanced Super-Resolution Generative Adversarial Networks). What it is? Basicaly it's 'zoom and enhance'. It can be used to greatly improve low quality textures. I don't have access to direct textures, so I took a screenshot of a texture in-game, and then enhanced it to 4k with ESRGAN, the difference is obvious. Imagine if I can achieve such result with just a screenshot, what could the devs achieve with their original textures. Here is the helmet texture I used After ESRGAN Full enhancement What the devs would need to do? All they have to do is run all of their textures through ESRGAN (or SFTGAN which is a different version) and then put them back into the game. links: ESRGAN - https://github.com/xinntao/ESRGAN SFTGAN - https://github.com/xinntao/SFTGAN tutorial on how to use ESRGAN/SFTGAN - https://kingdomakrillic.tumblr.com/post/178254875891/i-figured-out-how-to-get-esrgan-and-sftgan
  3. I had a few setbacks because I lost all my files, but I hope i'll be back on those textures soon again
  4. Yea, the model is improving, and i'm not even 2/4 done yet training. Can't wait to see the ground textures also
  5. Yea, although i'm still training the model, the last 2 pictures that you see are the model that i'm currently training but it's already improving, from impressionist painting to game textures, although i cannot tell by how much it will look better because it's all new to me also. Here is latest rivet
  6. Current progress It takes time though, because i'm refining the techinque and each time I test i have to re-train the model from start but it's getting better
  7. Not want to sound pretentious but I think this kind of questions should be asked to people who played the game and are not playing anymore or played before the 2005 version. 'Preaching to the choir' will always get the same answers.
  8. Found an interesting graph for the training. Seem i'll just train it to 100k as from 100 to 500k there is only 0.5 PSNR difference which is pretty minimal (the detail accuracy ratio), as the program starts from 20 PSNR i think, so from 0 to 100 it's 10 PSNR and from 100 to 500 only 0.6 lol.
  9. It's automated, with every new iteration the system makes more accurate interpretation based on the source material. Basicaly it's like real life learning.... the more you do something, the better you get at it
  10. After training it for 4 hours on 50 textures that I have as a test, i can already see the potential, when I have a big enough texture set and train it fully, it should be giving perfect representation of low res textures.
  11. So i've learned how to 'train' the program, need around 100 textures to train it to recognize the ww2ol texture patterns (the more the better), the actual training takes time though, i've read that the authors trained esrgan for 500,000 iterations, my PC processes 200 iterations in 7 minutes, so it will take me 2-3 weeks of real time to 'train' the AI and the result which will be produced is unknown, but it's worth a try
  12. In the mean time while waiting for ground textures, i took some from a different game for a test and ground textures look great upscaled
  13. Latest batch is done, eliminated over processing (nr 2) completely by using a different upscaling model, now waiting for Hatch to do the magic