All the in game 3d textures of Quake 3 upscaled using neural networks to create extra detail. The textures look the same from a distance, but do not get as blurry up close. I used waifu2x (scale 4) upPhoto with noise reduction, then ran the results through SFTGAN torch, keeping the same resolution. The waifu upscale keeps diagonal lines and curves from becoming pixellated, then the SFTGAN pass adds detail.

I recommend using this mod together with High Quality Quake (to improve the user interface elements) Moddb.com

and Quake Arcade Assets (better models for the weapons and armor) Moddb.com

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Neural Upscale

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Quake 3 needed some love. There's a handmade HD texture pack, but the textures in Quake 3 all seem to fit with each other to a degree I don't see in some other titles, and the handmade ones weren't very accurate and clashed badly with the originals IMHO. So, upscaling!

Cdn.knightlab.com
Cdn.knightlab.com

Combo of waifu2x and SFTGAN. All world, object and player textures done, though I'd like to tweak some. Textures are of course indistinguishable from the originals at a distance; they just don't get blurry up close. Some needed it a lot more than others. See the skull block on the bottom of the column:

Cdn.knightlab.com

I play a lot of Unreal Tournament. The handmade HD pack for UT99 doesn't stand out as bad: the textures in UT weren't nearly as cohesive. Quake 3 goes heavy on the consistency: it's almost all trenchcoat/fedora skulls and stuff. It can't be done halfway, or with textures that don't match just right stylistically. It also has very detailed textures (for the resolution). In UT99 it doesn't matter as much IMHO. Textures are generally simpler (bricks, metal thing, wood, etc) though they do end up creating more varied levels visually.

Since I'm happy with how UT looks with said pack, but I do play Q3 as well still and didn't want it to have the indignity of blurrier textures, I gave the upscaling thing a shot. The only time it bothers me is in contrast to what is nowadays very simple geometry. TBH as it's usually not obvious beyond the short/middle distance I do wonder if it's worth it, but it makes me feel happy

Some of them scaled better than others (and a few just aren't any better). I'd welcome any changes or additions people have, if they fit in with the originals.

I recommend using this mod together with High Quality Quake (to improve the user interface elements) Moddb.com

and Quake Arcade Assets (better models for the weapons and armor) Moddb.com

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Player Textures

Player Textures

Textures

these are the player textures (skins, some statues)

World Textures

World Textures

Textures 1 comment

these are the world textures (walls, floors, ceilings).

Object Textures

Object Textures

Textures

these are the object textures (lamps, skulls, weapons, pickups).

Comments  (0 - 10 of 14)
Guest
Guest

How can I get this to work with Team Arena?

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Judicat0r
Judicat0r

I'm trying to run Quake III Arena with 1.6 TUP with all you texture packs but it CTD with error: Z_Malloc: failed on allocation of 16777240 bytes from the main zone.

+set com_zoneMegs 128 +set com_hunkMegs 192 didn't work.
+set com_zoneMegs 48 +set com_hunkMegs 192 Didnt work either.

Any idea?

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Guest

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Supra107
Supra107

Hey, I did some testing, and it seems that the upscaled world textures seem to crash my game whenever I try to play on:
Q3DM4
Q3DM9
Q3TOURNEY2
I'm using the latest ioquake3 test build, a GTX 1060 6GB and 8GB of DDR3 RAM. I've tried rising the hunnkmegs allocation, but it's no use.

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MamiyaOtaru Creator
MamiyaOtaru

you did both +set com_zoneMegs 128 +set com_hunkMegs 192 ? and from the command line? doesn't seem to take in the config files

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Supra107
Supra107

I've set those parameters from the command line, restarted the game, and I still crash while trying to load these maps.

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milaq
milaq

You _need_ to set com_zoneMegs via launch parameter (+set com_zoneMegs 48) as the zone memory is allocated before any config files are read.
Changing it via config/console makes it "latched" i.e. not in effect.
See Github.com.

48 is perfectly fine though. You don't need 128.

I also submitted a PR to ioquake3 to make this easier for users: Github.com

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KittenIgnition
KittenIgnition

How difficult is this to do? Would you be able to share the tools? I'm one of the biggest fans of this game, and I would 100% be willing to finish off the remaining textures, and maybe even do the same to some popular community textures.

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MamiyaOtaru Creator
MamiyaOtaru

The custom texture tool by Bighead ( Forums.dolphin-emu.org ) offers pretty easy access to various upscalers (like waifu2x and SFTGAN which I used). I wrote a few tools to rearrange the images into one folder for easier batch conversion, then sort them back into their original folders, and also to merge separately upscaled alpha components. Then it's a matter of time.

If you want to try things out, I used waifu2x with the UpPhoto model and an upscale factor of 4. Then I took the resulting images and ran SFTGAN on them with an upscale factor of 1 (doesn't enlarge them any more, just adds some detail). You can try that on community textures, or experiment with different settings.

Running SFTGAN with an upscale factor of 4 added a bit more detail, but some diagonal lines and circles were no longer smooth and looked terribly aliased, which is why I ended up using waifu2x for the first pass.

Textures that were created from lower res sources would probably benefit from running SFTGAN 2x or 4x first, and I handled a few of the tech textures that way.

Give that texture tool a shot, and do show me anything you come up with!

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ZerTerO
ZerTerO

Great work.

We Need to chat. :)

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MamiyaOtaru Creator
MamiyaOtaru

thank you, love to.

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