An updated and kinda finished upscale pack for Quake II and its Expansions.
Extract the model and pak files into baseq2 folder, Rogue and xatrix pak's into said mission pack folders for the upscaled env skyboxes.
Update: Pretty much the final version if God wills it.
A long time ago i did a upscale pack for Quake II using Gigapixel AI, it was good, but it wasn't something worthy for Q2 and even the late Paul Steed, Sandy Petersen or even Adrian Carmack's art and ideas for the game even from the oldest screenshots and Q2test, plus the fact that QC added some stuff in it for the lore.
Therefore i bring this time a new Upscaling pack, made using Image Enhancement Utility ESRGAN program and new models like Fatality and Lollipop universal upscaler, plus some edits to fit more with the original textures and now modern looks.
All monster textures in this pack are pretty much finished, with upscaled Skybox env included as pk3 for all mission packs, weapons works out of box with any mod that uses the file directory, mainly milous mods or other stuff like citadel or venus.
Feel free to use it.
They work on pretty much any Q2 sourceport that supports external game files with TGA support, Bonus for YamagiQ2 for supporting software with External files, though far drawing distance needs an upgrade to 3.24 and even modern mapping standards like lazarus.
Many thanks to:
Id Software, Bethesda, the Q2 community who is still alive and kicking and someday on top once more, s13n1 for creating a high fidelity Q1 objetive menu Deviantart.com , Quake Champions for the reimagining of the weapons, and the brains behind IEU program and Upscaling models that gives old games a new life once more.
Small Suggestion from my part
Use this pack with
Zaero HD pack by warezeater Moddb.com
Quake 2 Hi Res Texture pack by vaa4444 Moddb.com
My own Oblivion Upscale Pack which is unfinished due to technical reasons Moddb.com
I also suggest the Ai upscaled pack made by Calinou2 Moddb.com
Oh and a side note for YamagiQ2 users
If you want to use these textures on software mode:
-Open Documents\YamagiQ2\baseq2\config.cfg
-add set sw_retexturing "1"
-save and boot the game in software mode
Enjoy!
Imgur.com
map in question is the great wellspring of murk
Will try now!
Are you this guy? Github.com
Nope, calinou used manga for his stuff
I did a mix of the best looking models for each gun and monster, there is even leftovers so people who are interested in continue see it.
also i did a faithful 2x pack for Q2 Oblivion, which i'll release later before i give a break to do other stuff.
Thanks! And for the world textures what you suggest to use?
Moddb.com
possibly the best accurate texture pack for Q2 while keeping the style of the game itself and the mood, and its complete.
Thanks! But an ESRGAN-generated (like yours) one other than the Calinou's?
Read the mod description at the bottom, its a compilation of the old texture packs with some upscaling they did and edits.
it still needs some edits like the animated consoles but in my opinion is the best one.
i think its even the ones used for the old beserker source port
Thanks!
Hi, did not found a direct message form here so I'll write here: I was thinking about upscaled monsters and Citadel mission pack. I was doing some recolors for myself, based on your monsters here. If I'll ever finish it I suppose I could also release it if I would have your permission. That is to say, if you were not planning to do it yourself some day.
As a side note, unfortunately there is no Sentien monster upscaled anywhere on the net (it's also present in Zaero mission pack). I upscaled it in Gimp, and as sharpen filter doesn't do wonders, it obviously doesn't look as good as those upscaled with dedicated AI upscaler...
Small but huge update, found out that i forgot to upload the "final version" a while ago here, and the file was in my mega backup.
Here is everything fixed, including extras.
Redownload everything.
To make it work with Q2RTX (Q2XP/Q2PRO) I need pkz files.
This mod works if you extract the models folder into baseq2, but the pk3 file can be opened and extracted into env folder in baseq2.
For some reason, the extracted pk3 file can simply be renamed to pkz and it works, but the entire mod zip file can't, even if you remove pk3 file from the archive for some reason.
Could this be repackaged a bit more pkz friendly?
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In the "new" version I can't see expansions folders.....it's literally the content of baseq2 and nothing more.
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