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Graphics HD remake #124

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jan-kleks opened this issue Oct 7, 2017 · 20 comments
Open

Graphics HD remake #124

jan-kleks opened this issue Oct 7, 2017 · 20 comments

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@jan-kleks
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Maybe some crazy fan who is also an artist would be interested in remaking the graphics in HD? But it's a lot of work, probably one would have to paint over original assets... Imagine how cool Claw could look then on an HD screen. Leave this open, please, maybe we will find someone.

Of course, the original graphics could stay as an option.

Inspiration: Day of the Tentacle Remastered gameplay and graphics comparison (1993 vs. 2016)

@jstasiak
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jstasiak commented Oct 7, 2017

I'll just leave this here: https://github.com/alexjc/neural-enhance I'd be interested to see how well could neural-enhance (or some other tool) work with Captain Claw assets.

@pjasicek
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pjasicek commented Oct 7, 2017

Hehe, that would be awesome.

@iisfitblud
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I would love to help remaster the graphics. Although I can't seem to find any image files of any sort? If anyone can help me get started as to what I need to change i'll happily create all new graphics.

@pjasicek
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That's great !

Here are converted images ing .PNG format:

https://drive.google.com/file/d/1l3ZgBw-HCG7CmlMrwvQQwJJQJ8FRVFq7/view

Thanks !


On a more technical side:

Currently, OpenClaw uses all of their original asset from original .REZ archive. The images in .REZ archive are stored in a proprietary .PID format (this format was only used in some of Monolith's games) and OpenClaw used .PID format directly.

The .PID format stores 2 key informations which no normal image format does: X and Y offset of any particular image in a spritesheet.

What that means is that if the enhanced graphics would result in for example .PNG format, I would have to rewrite some parts of my image handling, but I would ultimately take care of that.

The only thing I would require is for the new images to be X times larger than original ones where X is 2, 3 or 4 (exactly) so that image offsets could also be applied and so that images in spritesheet animations would not result in images having different offsets.

@iisfitblud
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iisfitblud commented Mar 23, 2018 via email

@pjasicek
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pjasicek commented Mar 23, 2018

No C&D or anything pointing towards it. This repository does not even contain any resources from the original game whatsoever.

@iisfitblud
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iisfitblud commented Mar 25, 2018 via email

@pjasicek
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pjasicek commented Mar 26, 2018

Sorry, but I don't see any attached archive.

Regarding replacing only certain actor's with higher resolution ones - this would unfortunately not really work. Either all level's actors would have to be replaced or none of them.

  1. If I replaced just Claw's images, Claw would just be 2x bigger than everyone else. Keeping everyone else with the same old low-res sprites and Claw 2x bigger would mean upscaling everything else, which is not really an option.
  2. Using PNG's instead of original PIDs would mean parts of my image and animation subsystems rewrite (described in my previous reply)

I remember myself also trying to enhance the images by using ON1 Resize's "Genuine Fractal" and "High Pass" filters. The results as far as I remember were not nearly good enough for me to go through the trouble.

On the DRM and licensing side this is also a violation unfortunately. Ripping, enhancing and distributing assets from original game is really a different thing than making them from scratch (good reference here is Open Transport Tycoon Deluxe's approach).

Petr

@iisfitblud
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iisfitblud commented Mar 26, 2018 via email

@zardav
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zardav commented Oct 16, 2018

Any news? @iisfitblud

@ghost
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ghost commented Oct 18, 2019

I think than maybe the most easy but maybe not the most elegant way to improve the graphics its utilizing xbrz. Then ther are two options ... to create an script to transform the textures and scale all of them (maybe a copyright infringement?)...or implement xbrz inside openclaw to do it dinamicaly on the go like on emulators... but only @pjasicek will know which choice could be easier.

@NS404
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NS404 commented Nov 20, 2023

That's great !

Here are converted images ing .PNG format:

https://drive.google.com/file/d/1l3ZgBw-HCG7CmlMrwvQQwJJQJ8FRVFq7/view

Thanks !

On a more technical side:

Currently, OpenClaw uses all of their original asset from original .REZ archive. The images in .REZ archive are stored in a proprietary .PID format (this format was only used in some of Monolith's games) and OpenClaw used .PID format directly.

The .PID format stores 2 key informations which no normal image format does: X and Y offset of any particular image in a spritesheet.

What that means is that if the enhanced graphics would result in for example .PNG format, I would have to rewrite some parts of my image handling, but I would ultimately take care of that.

The only thing I would require is for the new images to be X times larger than original ones where X is 2, 3 or 4 (exactly) so that image offsets could also be applied and so that images in spritesheet animations would not result in images having different offsets.

can you please resend the converted files? It seems like the link has expired

@iisfitblud
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iisfitblud commented Nov 20, 2023 via email

@NS404
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NS404 commented Nov 20, 2023

Hey @iisfitblud, thank you for the prompt response. Do you have some way I can convert them for myself. I was interested in level backgrounds

@iisfitblud
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If I could get a new copy of the png files or even better, show me the PID files and what I need to do to extract them, I'll use some AI tooling to get it all scaled!

@iisfitblud
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Hey @iisfitblud, thank you for the prompt response. Do you have some way I can convert them for myself. I was interested in level backgrounds

Ah sorry. @pjasicek was working on this with me so he has the know on how to sort the files. I will certainly take a look and see what I can work out though!

@NS404
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NS404 commented Nov 20, 2023

Do you have the level backgrounds converted?

@iisfitblud
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No, sorry. I only did Captain as a POC and didn't hear anything back. As @pjasicek stated too, you can't upscale the level without upscaling every single asset either!

@NS404
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NS404 commented Nov 20, 2023

thanks @iisfitblud anyway!

@jan-kleks
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jan-kleks commented Nov 20, 2023

Check this out, everyone: Broken Sword dev ‘simply couldn’t afford’ to remake it without using AI And this game has a cartoon style as well...

So AI definitely could help.

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