Make sure to backup the existing anoxdata folder in case the need to revert the changes.
So far most of the textures that could've been upscaled are added. Some minor stuff is still left. The mod requires a lot of testing, the things to pay attention to are:
The package is pretty huge, so I am trying to exclude all the textures that are unused in the game. To contribute in finding them you can visit The Cutting Room Floor page.
If in any case anything goes wrong there can be 3 sources of the problem:
Before using that combination I tried a couple more algorithms and models, but that one has the most authentic output.
Sometimes just upscaling textures is not enough, especially for characters. Some of them blink and such and that is controlled via .ATD files (procedural textures) which need to be altered for upscaled textures.
The algorithm doesn't upscale transparent textures by default. So alpha channel for these textures needs to be upscaled separately and matched with the new texture.
The textures that cover level geometry are not really easy to replace. For example, if you were to make any texture 4 times bigger it would take 4 times more space on surface, therefore upscaling like that wouldn't really work right away.
So far there are 2 theoretical solutions:
Credits to Laguna (Stiv) for the third solution. It actually works, however there needs to be some sort of a script to automate the process.
So the current solutions don't seem really trivial therefore, as for now, mod is focused only on upscaling of what is possible with the current tools.
Upscaling produces a little noise pattern which is fine to have on most textures. With skies it is not really fitting. The only exception is skies that have stars, the areas with stars are not denoised since they are apparently being recognized as a noise pattern and get toned down a lot.
Most of the textures in the game use .TGA file format, the other files use .PNG. Not much can be done regarding .TGA to reduce the package size except for RLE compression. Using indexed color palette with .TGA images does not work, the following message appears:
ANOXGFX: ERROR: Color-mapped targa images are unsupported.
Regarding .PNG it is not easy as well, the game seems to not be able to recognize images with indexed palette, pointing out incorrect colortype value. Some textures are allowed to be indexed for some reason (Stiletto), but some are not (Boots).
Explains the issue with partial transparency in the patched version of the game.
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Version of the mod without high resolution textures.
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