We'll run the Cupscale on the entire image set twice using the first two models, and pick the best images from each. The DDS images already have gone through a pass of 1x_artifacts_bc1_free_alsa (thanks Loinne!)

Comparisons

The models compared below:

Comparisons (note of course there may be transparency lost):

FilenameOriginal (scaled up here if needed)4x_ESRGAN4x_BSRGAN4x_RealSR_DF2K_JPEGrealesrgan-x4plusJasperre's Winner
is_harm

BSRGAN is the most similar to the original scaled up - no smiling face.

ief_abildecr

BSRGAN. Crisp "human" model and downward arrow, although possibly loses a bit of the red in general.

isk_movsilent

BSRGAN or realesrgan-x4plus both look suitable, the former keeping the colour pallet a bit better.

dr_03

Click to zoom in - large files!

BSRGAN by a chunk, the JPEG one keeps a lot of the artefacts. The colours are best retained in BSRGAN too.

Note the original file was TGA so no DDS artefacts to cope with.

iashlw_011

The 4x_RealSR_DF2K_JPEG approach works well - it really brings the details of scratches and the crispness to the image and will look good in game.

cloak_001 (layer 4)

BSRGAN keeps it simple and effective. There are some odd subtle but noticeable changes in colours from greyscale in them too which we might need to account for (less so on BSRGAN).


Ignored Files

I went through and removed 518 files totalling 918MB of PNGs (pre-DDS) since they're pretty much:

Removed Files Due to Taste / Looks Odd and needs fixing

Some files removed due to taste, some GUI things scale weirdly.

Also some bugs in my process! Such as icons not doing transparency properly so this is odd and needs to be fixed. Weirdly the PNGs look fine.

The blank Inventory icons (except the shield?) looks odd. The inventory is also now black instead of transparent and the lines are thicker. This seems to be from converting TGA's to PNGs not an issue with the upscaler as such, but need to test after redoing from source TGA files.

Texture NameOriginalUpscaledNotes
gui_rgbc

"Reg Green Blue Clear" presumably. Used in model gui_walk.mdl and other GUI things and scaling makes the colours overlap so it messes up the base "select/attack" models.
gui_rad_ring

This is the white bit around the tiny icons above. It might be fixable to give a smoother appearance by increasing the size manually. Not sure though might be a 1:1 pixel mapping.
gui_radialmenu

This is the now black squares! Weird. It might be fixable again by manually increasing the size of this file to make the circle elements more rounded and making sure the alpha is done properly. Not sure though might be a 1:1 pixel mapping or something odd!
inventory stuff to follow






Bugs and Fixes

Lots of crashes - because of course NWN is ancient and sometimes hates things. Things noted here:

Distort TXI option

Distorted textures cannot exceed 256x256 resolution apparently - needs fully testing since one "shinywater" below is bigger than 256 already (smile) This is the TXI option "distort 1". This means primarily water but also other things like lava! Also look out for "arturowidth" and "arturoheight"

List of files:

TXI file name / Texture NameOriginal SizeResized SizeAction
c_air_skin64x64256x256Should be fine
c_water_skin128x128512x512Remove, or need to downsize it
fxpa_globe64x64256x256Should be fine
fxpa_globe264x64256x256Should be fine
fxpa_spellturn


pdag_prt2128x128512x512Remove, or need to downsize it
pdag_prtl256x2561024x1024Remove from pack
shinywater512x5122048x2048Not even sure how this works in the original game!
tbw01_water01256x2561024x1024Remove from pack
tcm02_water01

Remove from pack
tcn01_water01

Remove from pack
tde01_lava01

Remove from pack
tdm01_water01


tdr01_e_wat01


tds01_water01


tdt01_water01


tic01_water01


tin01_water02


tm_tcnwater01


tm_tnowtsea01


tm_trmwater01


tm_ttzwater01


tni01_water02


tni02_water02


tno01_water01


trm02_water01


trs02_water01


tsw01_fog01


tsw01_molten01


tsw01_water01


ttd01_water01


ttf01_water01


ttr01_water01


tts01_water01


tts02_water01


ttu01_water


ttz01_water01


twc03_wtsea01


vdu_tex_shade


Mipmaps

Don't use DDS without mipmaps will crash - all mine have mipmaps mind you, even ones that don't really need it (icons for instance don't need mipmaps, the game has them at a set distance always on the GUI for maximum quality, but hey why not).

Radial


PLT work

To follow - there's a chunk of redoing and actually documenting the process properly this time.