Jump to content
Sign in to follow this  
Egozi44

The method to bring KW to the UHD era has been found

Recommended Posts

Some probably already were aware of it but just in case

 

Zyperbullet from gamereplay found some nice way to increase KW's textures without make them look pixy ^^

post-224937-1451502364.jpg

 

post-224937-1451502384.jpg

Share this post


Link to post

Looks quite pixelated to me.

Share this post


Link to post

He only changed the Flame thrower iirc but Yea, it not prefect

 

But it better than nothing

 

Next we will look for DX12 support :D

 

Just kidding. .. Guess we can have our dreams ^^

Share this post


Link to post

I highly doubt SAGE will have DirectX 12 support, not to mention UHD support, unless someone makes a miracle to enhance that engine. :P

Share this post


Link to post

Wish that EA could make new game with upgraded ver of Sage one, though they probably leaved it because it was old and heavy

Share this post


Link to post

Would be nice to know what exactly he did as I fail to see any difference.

(and doenst UHD refer to the screen resolution, not the texture resolution?)

Share this post


Link to post

Oh I know what he done, well more like what he used to do it, (we keep in contact while doing out crazy work together, why you think I extracted the unicorn in my last post? XD )

Just waited for someone to ask ^^

 

He changed the turrets res

(Look here http://www.moddb.com/mods/kanes-wrath-unofficial-patch-104/images/kw-in-hd#imagebox )

 

he also changed the redeemer skins as well in other picture but the difference were minimal compared to the turrets

 

He gave me the files but I don't know if he gave me permission to share, but to be honest is not that matter as it easy to make them ourselves

 

You need Perfect Photo Suite 9 for that

I have it installed but I didn't tried to mess with it yet myself, I just heard it easier to mess with this app and if you know your way around PS it will be a child's play

(No, not referring to you Chucky so get lost)

 

 

 

And regarding the UHD. . You got me, don't remember what the name for next thing in the HD tech (ultra HD?)

 

But either way it not really UHD xD

 

 

Btw I left you some idea for your mod in your image page in moddb

 

Check it out

Edited by Egozi44

Share this post


Link to post

Even with before and after circles, the only thing that looks different is the Nod logo.

Share this post


Link to post

He changed the turrets res

 

Yeah, you said that allready, but what EXACTLY did he do? From what I can tell, he increased the texture resolution and replaced the Nod Logo with a less pixelated one. Not exactly a major difference.

Share this post


Link to post

Sorry for being less detailed

 

From what I understood he only increased the res in 400% (if I got him right)

The whole idea of Perfect Photo Suite 9 is that it come with Perfect Resize + PS pulsing that allow you to decrease and increase images size without let them get messed up in the progress (The app fix it for you and I assume you can do it manually as well)

 

 

Even with before and after circles, the only thing that looks different is the Nod logo.

Look closer on the turrets, they look wayyy better imo :P

Edited by Egozi44

Share this post


Link to post

Look closer on the turrets, they look wayyy better imo :P

I actually saw it, but wasn't 100% sure if a change was made. It looks better.

Share this post


Link to post

The "better" one is less zoomed in, other than that, I see no significant difference in actual quality.

Share this post


Link to post

Also having a lot of different units using a lot of 2048x2048 textures is just a waste for an rts where you look at them from quite a distance.

Share this post


Link to post

You can "soften" a image by using anti aliasing techniques or blur filters or in case of overpriced software, extrapolation techniques that basicly "guess" the missing detail in increased texture sizes.

But just like the HD myth..if it isnt recorded in the source material, you can't really add it by just enlarging the texture size and applying a few filters or rendering techniques. If you want to upscale a 256*256(standard vehicle format size iir?) you need to upscale it to 512*512 and beyond but you will have to "color" in the missing pixels or extrapolate and soften the image, the higher you get the harder/artisticly impausible it gets....the better option would be to redraw/capture the source image in a higher texture size.

 

As for ye ol' HD discussions....when HD made its (commercial) apearance on digital tv, they advertised alot of shows as HD instead of normal quality. To be able to view a program in HD you needed 2 things a HD ready display device and the program needed to be recorded in HD quality and most studios didnt have HD capture camera's. So people payed out of their arse for HD tv/monitors while the source material was still being recorded in 'normal Difinition'.

 

It is the same with images or textures, you record, draw your source material in a verry high resolution and work it down depending on engine/compression req's.

Looking at the redeemer picture it looks like he softened it for the most part, but what sticks out is the nod logo, me thinks he cut that out of a much higher picture and replaced the verry pixelated logo from the original. Because of the allready limited material he could work with from the original 256*256(maybe the meta units are 512*512,not that important) you don't really see much improvement apart from wishfull thinking.

 

The ideal thing to get are the xK texture sizes the original EA or KW team worked off and rezise those to a 512 or a 1048 and basicly double/tripple texture quality by being less lossy for comression sake. I am guessing the sage1 can handle such abit of upscale on todays hardware, within reason probably.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×