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--alpha-mode 1: Fills the alpha channel with both white and black and extracts the difference from each result.--alpha-mode 2: Upscales the alpha channel by itself, as a fake 3 channel image (The IEU way) then combines with result.--alpha-mode 3: Shifts the channels so that it upscales the alpha channel along with other regular channels then combines with result.
| File | Source | Alpha Mode 1 (Differential Alpha) Alpha Depth Full (8-Bit) | Alpha Mode 2 (Separated Alpha) Alpha Depth Full (8-Bit) | Alpha Mode 3 (Channel Alpha) Alpha Depth Full (8-Bit) | Notes |
|---|---|---|---|---|---|
plc_trans.tga Used in model "Scorch Mark" and "Bloodstain" placeable. | More obvious inside of Cupscale (with the squares background). Mode 1 differential: This makes the left hand "web" quite transparent (actually more noticeable in cupscale). It also alters the colour of the red symbol to be very dark red. Mode 2 separated: This seems to be the best balance and colour representation. The alpha around things isn't as extreme, only thing is the top right wolf symbol has a fair bit of white around its now more apparent edges Mode 3 channel: This seems to messy up the detail of the textures. The red symbol especially is a complete blurry mess. Problems previously here are null and void - was due to Low Violence setting (and the letters scaling was just always the same for whatever reason). | ||||
| tcn01_blst02 - These 3 may be just upside down...or something to do with the de-DDS AI run on them? mmmm | |||||
| tcn01_splotch01 | |||||
| tcn01_splotch02 |
Might try to redo all the scaling with transparency on and using mode 2 with 8 bit transparency.
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Looks weird - transparent! Edit: Found the issue (or at least what it could be) the TGA source I used was beta files which were altered for Final. Probably should redo the TGA source using the game TGA if it is the highest (or equal highest).
Winter Rural - Facelift Tileset Issues
Oddities...but looks like it's the same regardless of texture upscaling! Bad tileset juju, Zwerk has been informed. Not just my system.
Buggy Icons
Feat Heavy Armor:
Equip normal hand:
Minimaps
So they do upscale just...not great. Upscaled versus normal - North Road, NWN Chapter 2 top left.
Note the main thing we want to do is have all the bits "line up". secondly having a consistent colour would be nice.
Other options to avoid minimaps:
- Don't bother with them, meh, they look "mappy" anyway (low res "drawings"). Also saves a lot of files.
- This will be the likely first release option! Simply put none of the upscalers can do much with such small source files (usually 16x16 resolution files! egad!)
- Run the tilesets through Blender to produce super high res minimaps fresh
- Need to learn Blender, uh-oh!
- Different upscale - do some kind of much more basic upscale or something that always retains the colours
- TBH what's the point? The games default "scaling" looks fine at that point, if a little blurry.
| Area | Original | BSRGAN x4 | 4x_RealSR_DF2K_JPEG | Notes |
|---|---|---|---|---|
| North Road, Chapter 2 Top Left | The original is fine, but funnily enough itself has some mismatching bits. The BSRGAN is just abstract art in comparison - you can certainly see oddities especially around the road, fort sections and some of the cliffs. The RealSR JPEG works reasonably well. However there are some errors in the trees and some of the clifts nearer the bottom look weird (yes the originals do too but it's more extreme on that image) Note I did test realesrgan-x4plus but it puts some weird outlines on things. Is certainly not for these files. |
Effect Oddities
Original / 4x has a weird thing with flares:
File fixed manually:
- fxpa_flare.tga → Use 4x_RealSR_DF2K_JPEG produces a decent version.
"Fixed" although TBH this flare probably should just go, looks really bad! Might just not "improve" it makes it a lot sharper but the original was soft anyway...
DDS flippy flip
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