Upscaled DDS, TGA, and BMP textures for the Buildings, Planets, Satelites, and Stations folders. To be clear, this is for 2015's HD release. I'm not sure if the textures are compatible with the original 2007 release.
This project contains upscaled DDS, TGA, and BMP textures for the Buildings, Planets, Satelites, and Stations folders. They've all been upscaled by x2, and a few might be x3.
Specifically, the upscales all have dimensions of 32, 256, 512, 1024, 2048, or 4096.
While you can always use Steam's "Verify Integrity of Game Cache" method of restoring the game's original files, storing the textures in separate "originals" folders is my personal (non-expert) recommendation.
Just extract the zip file directly into the "Spaceforce Rogue Universe HD\Data" folder if your folder names match Steam's default English names. Otherwise, extract (or copy and paste) the files one folder at a time. On the off chance you aren't familiar with this, do a websearch about it.
Forums: whatever threads you find this officially posted on (Steam, GameBanana, Reddit)
Warning: DO NOT CONTACT ME about funding/commissioning projects or individuals. I'll probably be annoyed. And see Q03 below. Most things that need to be said can be said on the official threads.
This folder contains two write-ups by Anup Paul and Marc McRae separately. I highly recommend reading them if you ever plan on messing with the game's textures, models, meshes, etc.
They also contain an explanation for why some textures don't look as upscaled as others.
Q01: Why don't the textures look uniformly upscaled? Some look low-res in comparison to the others.
A01: See the Project Reports section.
Q02: Why'd you do this anyway?
A02: 1) I was in the mood. 2) I wanted to enjoy this ridiculously chill game more. 3) I'd like this game to be more enjoyable for others. 4) I'd like to encourage a modding community for the HD version, especially since the original's mods are deadlinked (to my knowledge).
Slartibartfast, unlike the old version of the game in this HD version files are not packaged and it is easier to access files and therefore more open to modding. —DreamatrixTeam (Steam discussions)
Q03: Can you commission x for y reason?
A03: There's a 99% chance that I won't. With the current economic matter, I've shifted my spending towards supporting my local economy.
If you save up, you could always commission people yourself or just learn the skill.
Q04: Will you be expanding this project to include the other textures?
A04: There are currently no plans for doing so. See Q03 for the reason why.
Q05: Will you be releasing any fixed versions if we encounter and report problems with the current version?
A05: Possibly. The contracts didn't include work post-completion for the artists, though. That being said, post your problems on whatever official thread you found this on so I can potentially be aware of them and maybe inform the artists if they aren't browsing the threads on occasion themselves. At the least, another player might go out of their way to fix it themselves and upload it for everyone. This would be the preferred outcome.
Q06: How much did this cost anyway?
A06: $541.95 balance ($20/hr for an assumed 27hrs) + $150.00 proposed fee ($50/artist) = $691.95 total.
Q07: How did you distribute the funds?
A07: Made an ODS spreadsheet dividing the workload based solely on the percentage of the total DDS, TGA, and BMP files in them.
Q08: How'd you pick the 3 texture artists?
A08: I was contacted by 10 artists after making the job posting on ModDB's job board (see Q10) and narrowed it down based on who was best and first in that order. Portfolio is king and talking about the job like you know the job is queen.
Q09: Will you hire me?
A09: See Q03. Short answer: generally speaking, no. Don't contact me about it.
Check job listings on various websites, though. You might stumble on something you'd enjoy.
Q10: Where's the original job posting?
Q11: Why is there a severe lack of screenshots?
A11: I'd rather release this now and maybe/eventually take proper screenshots for people later than wait to release this.