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  • 2 weeks later...
  • 4 weeks later...
Posted (edited)

I have been fiddling around with it and found a way to actually make "ok" sprites with it

This was my result:

http://www.framecompare.com/image-compare/screenshotcomparison/91BFMNNU?fbclid=IwAR0nw7btJdrFkXcXkU7-nfEZ2YMDDu9nWb9CyGVk5KlfGbjEcvbRZyReokQ

 

We should try training a model with ToS Sprites maybe? ---------> https://drive.google.com/drive/folders/0B92X6lQqXBPSbFBfQVdwcHpRaG8

 

Here are the models I used and the order.. there might be better ones or better order but wtv 

http://www.mediafire.com/file/vf04k6jz0amflzu/models.rar/file

 

Can you please tell me which models did you use for rune knight?

 

I have been playing around and I found that there are no Pixel res-upscalers that soften the edges which is what almost everyone wants im sure. So the only way I found is to re-pixelize it after it was upscaled to your desired size, these are my results

Tests are here: 
http://www.framecompare.com/screenshotcomparison/7YLZLNNX


117967824_305897367163904_2957754648686122425_n.png.d61f1fb9180ccf2af4b56ad9e0013ceb.png

 

 

EDIT:

 

One of the most consistent ways of doing this that I've found is 1x_Alias_200000_G.pth > cartoonpainted_400000.pth after that sharpen the result in Photoshop with Smooth focus 300% 3pix Radius 100% Noise Reduction this usually works best with sprites so Its worth tryng it

Edited by M45T3R
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  • 1 month later...
Posted (edited)

Looks awesome ! It reminds me the first ro web few years ago (when all RO sprites were reworked). See

https://youtu.be/O34dKfQuxVo

 

A 4K rework of RO sprites is the future for me (Gravity gonna release it in next ~10 years).

 

And what about upscaled head sprites? 

 

I'm curious to see an upscaled 60fps walking Riding Rune Knight. May someone make it for me ? ?

Edited by Vykimo
  • 1 month later...
  • 1 month later...
Posted

Hi OP,

this looks very intriguing! I’m very keen on the 60 FPS Sprites. 
 

Whats’s the current state of this project? Furthermore, how can I achieve a 60FPS rework in my own? Do I need any special hardware/software? 
 

Thank you in advance and keep it up! ?

  • 1 month later...
  • 2 weeks later...
Posted

This is absolutly amazing. How can I help to improve aplication and sprites viability? This would be a "simple" yet great improvement to the game.

  • 2 weeks later...
  • 1 month later...
Posted (edited)

Here is a sample of my work. Didn't really upscaled the image. Just readjusted the color.

baphomet.gif

4_baphomet.gif

Edited by Nyl-
  • Like 1
  • 8 months later...
  • 1 month later...
Posted (edited)

It seemed interesting, so I took a bit of everybody's work and here is my attempt with a novice.
Novice.gif.2c79911e68cad23710cfbcafd806bc20.gif37579434_NoviceOncemore.gif.d410c1f445716de0d5ff36ce97f998c4.gif
Also, my take on asking for a release. It's basically won't happen, for several reasons :
Rendering issue:
While the sprites can be used in 3D space (it's simply using UV coordinates, so it's basically free), the UI doesn't support scaling whatsoever; your characters will stay giant in status and skill windows, it's not negotiable.

Performances:
My novice has height time more pixels than the original sprite and 4 times more colors. I'm sure I could write a tool to reduce the color numbers, but it wouldn't change the fact that crossing through Prontera (or whatever is your capital city) with this kind of sprites would make the vram requirement explode, possibly beyond the 32 bit limitation of the client. And I'm not even talking about the palette system breaking.

Reality check:
Would you even see it? This is a 1080p screenshot of RO, with my upscaled novice right beside a real in game novice.
Ro.thumb.png.ea0064457c7878eb57398cd1eb5063e0.png
Can you honestly see the difference? Probably not a first glance.

So, beside higher resolution (1440p and 4k, basically) or in a more zoomed in scenario, this doesn't really bring much to the table. It's just a nice exercise to learn a bit about AI upscaling, I spent the whole day learning, and I'm quite satisfied with the result for a total noob.

Edited by LastLife
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  • Like 1
  • 3 months later...
Posted

May I ask some question.
How to remove background when export from GRF or you have other tool for export bmp img.


36.png   

 

12.png     h-0012.png

 

thank  you

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  • 1 year later...
Posted

Don`t upscale the sprites, cause Gravity errors..   Ragnarok not support the high texture sprites...  i got an entire server with HD textures in maps and monsters and i remove the all textures packs after i got gravity errors from upscaled textures.. in my players..

 

Posted

Ragnarök use the first pixel on the left-top and this color is automatically transparent. U can use gimp as example. Change the image format from indexed (256) to RGBA/32 Bit and select the color with the magicstick "press" "del" and it will be transparent.

 

But if u plan to use it Ingame. U don't need to remove. Add the actor from @Tokei and the color turns transparent. And this is my recommend to. GRF Editor is a good tool but the name already says for grfs. Better use actor to export images. U can export as PNg to get transparency.

 

Rynbef~

  • 1 month later...

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