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Kenjitamura

Upscaled Back Sprites- Needs Testing *Updated*

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Posted (edited)

*Only Normal Back Sprites Done So Far*


A lot came up and so I put working on this mod on the backburner but I'm back with a modified mod and some comparison screen shots.

 

It can be summarized as a 2x upscale of the back sprites found in this mod: https://forums.pokemmo.eu/index.php?/topic/56472-mod-animated-battle-sprites-from-xy-oras-update-20160824/

 

It was upscaled with waifu2x but other little things were done to them as well such as spatio-temporal denoising, sharpening, and their borders were thinned and "halo'd" to deal with the quirks of gif's 1-bit alpha channels.

 

The idea behind the mod was that if the base gif's for the client were doubled in advance with a higher quality algorithm then the internal game client's more basic upscaling of the images would not murder the end result so bad.  I think it does look slightly better this way but I don't imagine everyone will feel the same.  All the processing done to the images made them quite massive so the mod is split into two parts.  Part 1 is pokemon 1-348 and Part 2 is 348+.

 

Part 1

 

Part 2

 

 

Comparison photos:

Ferrothorn without a mod:

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Ferrothorn with my mod:

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Charizard without a mod:

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Charizard with my mod:

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Venusaur without a mod:

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Venusaur with my mod:

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Metagross without a mod:

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Metagross with my mod:

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6T23U3K.png

 

Edited by Kenjitamura
Update

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Needs to fix facial errors with pokemon with mouths such a  bulbasaur as the upscaling doesn't blend with the sprite versions of these models

 

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Since you're not fully done can you upscale it to 4x instead too? or is that too much memory? can I do that myself?

 

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On 7/4/2019 at 4:35 PM, Charharr said:

Since you're not fully done can you upscale it to 4x instead too? or is that too much memory? can I do that myself?

 

The reason I didn't upscale further is mostly due to size.  Doubling the resolution increases the file sizes a lot and I've already had to split the mod into two parts as Pokemmo doesn't support mods larger than 200 mb.

 

I can post my scripts for automating the upscale process but doing it yourself probably won't be worth it.  My scripts are written in bash so you'd need to be using either linux or the windows linux subsytem and one of the tools I'm using is specifically made for Nvidia GPU's.  Not to mention most of them are using some form of absolute file path somewhere in the script and so you'd have to manually edit the bash scripts.

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On 7/18/2019 at 7:03 PM, Kenjitamura said:

The reason I didn't upscale further is mostly due to size.  Doubling the resolution increases the file sizes a lot and I've already had to split the mod into two parts as Pokemmo doesn't support mods larger than 200 mb.

 

I can post my scripts for automating the upscale process but doing it yourself probably won't be worth it.  My scripts are written in bash so you'd need to be using either linux or the windows linux subsytem and one of the tools I'm using is specifically made for Nvidia GPU's.  Not to mention most of them are using some form of absolute file path somewhere in the script and so you'd have to manually edit the bash scripts.

Thanks for replying and it's good to see that you're considerate of file size but is there a way to make the sprites full on 3d models that are compressed similar to poke one? or do you need to combine both sprite types into 1 script which is more complicated I think

 

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Posted (edited)
On 7/22/2019 at 3:44 PM, Charharr said:

Thanks for replying and it's good to see that you're considerate of file size but is there a way to make the sprites full on 3d models that are compressed similar to poke one? or do you need to combine both sprite types into 1 script which is more complicated I think

 

Are you talking about using the front and back sprites to make a 3d rendering?  There's probably no effective way to automate that process.  Going from 2d to 3d would require extruding parts of the image to give it the 3d effect and although there are tools to kind of do that automatically, last I saw, they aren't very reliable and would require someone to manually edit the result anyway.  This problem would be exacerbated by the fact that an animated gif has a few dozen frames and an automated 2d to 3d tool would probably create extrusions in different points on the different frames which would make it look like an undulating mess.  I also have to stress that trying to manually edit every individual frame would definitely not be worth it because there are a combined total of somewhere over 20,000 frames in each the front and back sprite mods.

Edited by Kenjitamura

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