MM7 ESRGAN attempt

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).

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Dragonfly
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MM7 ESRGAN attempt

Postby Dragonfly » May 23 2019, 3:52

Hi, i'm working on upscaling the textures using ESRGAN.

Things done:
- downloaded python, models, etc from ESRGAN
- upscaled BITMAPS.LOD images
- created a visual c++ proj to update the BITMAPS.HWL byte to byte with these images

Next steps:
- water (transparency missing from water tiles)
- d3d sprites
- icons?

Screenshots (I'm using GrayFace Patch 2.2) (thanks GrayFace for keeping the mm flame alive).
Image Image Image Image

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unknownone
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Re: MM7 ESRGAN attempt

Postby unknownone » May 24 2019, 0:22

congratulations for your effort, it seems to work well!
I've played and enjoyed many RPGs:
MM6,MM7,MM8,MM9, Fallout 1&2, Planescape Torment, Torment: ToN, TES3, TES4

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Dragonfly
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Re: MM7 ESRGAN attempt

Postby Dragonfly » May 26 2019, 0:00

Well, I finished with the d3dbitmap.hwl. I upscaled the textures with ESRGAN (0.6 ratio). And then modified the tiles that have transparency to 32 bits with alpha to fix water & lava tiles.

You can download it here:
https://mega.nz/#!rnJiwKiS!hmTRAHaR_EW4 ... pZJzVDfxok
480mb

You have to use d3d randering and when using the GrayFace patch you have to edit mm7.ini
NoD3DBitmapHwl=0
If you don't do that, MM will use BITMAPS.LOD (no d3d).
Last edited by Dragonfly on Jun 7 2019, 4:22, edited 1 time in total.

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Pixoala
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Re: MM7 ESRGAN attempt

Postby Pixoala » May 27 2019, 13:30

Nice work ! Obviously didn't work with the mm678 merge but the result is very cool !

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Dragonfly
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Re: MM7 ESRGAN attempt

Postby Dragonfly » Jun 6 2019, 15:01

Screenshots using Grayface patch 2.3 new UI!!! Great work GrayFace!!!

Image Image ImageImage


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