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Posts from Upscaling of creatures and heroes.

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1 year ago
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I did an upscale to 2k using an online resource, retrieved the desired size via mipmap using the kaiser filter, and, while saving the textures, compressed them in dxt5. There is nothing else in the mods. Mod UpscaleCreatures_HoM&M5-ToE - upscales the textures of all creatures, the Cyclops from the Dark Messiah scenario, and combat machines to 1k.
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Mod UpscaleHeroes(DemonLordsNecromansersRangersWarlock s&FunObjects)_HoM&M5-ToE - upscales the textures of all heroes of the Demon Lords, Necromancers, Rangers, Warlocks, and fun objects (tank and UFO) to 1k. There is no such upscale for the Knight, Mage, Runic Priest, and Barbarian heroes, and it is unlikely that it will be added. The second mod was supposed to include all the heroes, Sareta from the Dark Messiah scenario, and be part of the UpscaleCreatures_HoM&M5-ToE mod, but only half of the heroes could be made. The resource used for the upscale replaced the alpha channel (transparent background) with black, which made the upscale of textures with a transparent background, and most of them have it, unusable. For this reason, the mod is separate.
Hero screenshots








The archive contains two mods (for creatures and for heroes), NTCore 4gb_patch, screenshots, and a readme text file: UpscaleCreatures&Heroes_HoM&M5-ToE
NTCore 4gb_patch - fixes the x86 executable files so that they have 4 GB (instead of 2) of virtual memory on x64 platforms. 1. Extract 4gb_patch.exe from the archive. 2. Run 4gb_patch.exe as an administrator and select the H5_Game.exe application file (the bin folder of the installed Heroes of Might and Magic V - Tribes of the East), wait for the process to complete. 3. After the patch is completed, a backup copy of the original executable file will be automatically created in the same folder. Heroes of Might and Magic V - Tribes of the East uses only 2 GB of virtual memory, which causes the game to crash on large and very large maps, or when the map is overloaded with objects. Mods that upscale creatures and heroes increase the game's virtual memory consumption, which can lead to earlier game crashes. For reliability, it is recommended to use the NTCore 4gb_patch program. Even if you do not use mods, NTCore 4gb_patch will still have a positive effect on performance on x64 platforms.
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1 year ago
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Looks really good! Which website did you use for upscaling?
In reply to fktifzobr@mail.ru
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1 year ago
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fktifzobr@mail.ru
Looks really good! Which website did you use for upscaling?
I don't use any website anymore. I spent a long time choosing, looked at about a dozen websites, and abused a free website for several days, but the developer apparently thought that his upscaling tool was too good and removed the alpha channel. Now, upscaling textures fills the background with black where there shouldn't be anything at all, and cleaning it up manually is incredibly tedious, and on some textures, it's almost impossible. I managed to do all the creatures, war machines, and some of the heroes. I wanted to do all the heroes, but it wasn't meant to be. I sent it to you in a private message.

A few more screenshots


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1 year ago
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There seems to be a mod that upscales everything in Heroes of Might and Magic V.
In reply to Narron
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1 year ago
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Narron
There seems to be a mod that upscales everything in Heroes of Might and Magic V.

Yes, there is. Griffin Eternal HD Mod (CREATURESv2.0) – 2k textures at 750MB, and Retexture.pak – 2k with blurry textures from the first one, at 540MB; without the LLA patch, it crashes.

Which one are you playing with?
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1 year ago
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Hello everyone!
I need to try it out; I would honestly like such a mod, but the difference will probably be noticeable on resolutions higher than 1080p; you can't even guess it from the screenshots. But it would be great to improve the textures of the elements on the map.
And another question, are you playing with a patch to increase RAM usage to 4GB, or with the default settings?
In reply to MaksSP
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1 year ago
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MaksSP
It's not immediately obvious from the screenshots.
Well, I wouldn't say that. The runes on the lich's mantle and the details on the demon's skin look really good now.

However, units without small details don't look much different, but I think this is due to the work of the Heroes designers, not a shortcoming of the neural network.
In reply to MaksSP
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1 year ago
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MaksSP
Hello everyone!
I need to try it out; honestly, I would like such a mod, but the difference will probably be noticeable at resolutions higher than 1080p; you can't even guess it from the screenshots.
If they look like this at 1920x1080 (maximum game settings), then there is nothing to see at 2K either, lol. The original is comparable to the last two at the same settings. Therefore, I don't think you should expect worse quality from my mod at 2K.

Comparison screenshots: my mod, Griffin Eternal HD Mod (CREATURESv2.0), and Retexture.pak


You can right-click on the screenshot and open it in another window for the full size.

P.S. My textures are lighter; I mentioned this in the first comment. The reason is not that I can't do something, but because I don't want to make the textures as dark as in the original ones.
MaksSP
And another question, are you playing with the patch to increase RAM usage to 4GB, or with the default settings?
With the patch.
In reply to Mооnst@r
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1 year ago
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Mооnst@r

If they look like this at 1920x1080 (maximum game settings), then there's nothing to see at 2K either, lol. The original is comparable to the last two at the same settings. Therefore, I don't think you should expect worse quality from my mod at 2K.

Comparison screenshots: my mod, Griffin Eternal HD Mod (CREATURESv2.0) and Retexture.pak



You can right-click on the screenshot and open it in another window for the full size.

P.S. My textures are lighter; I mentioned this in the first comment. The reason isn't because I can't do something, but because I don't want to create excessive darkness, like in the original textures.

With the patch.

In those mods, the models look more voluminous due to the shadows.
In reply to Narron
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1 year ago
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Narron
In those mods, the models look more voluminous due to the shadows.
Well, I don't know. Maybe I'll reduce the contrast by +1 and the lightness by 4 in the tone-color settings, and it will look better.

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1 year ago
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Thank you for the comparison; it's clear that the textures, especially the wool textures on the Djinn's bracers, are more detailed in your mod, and the body is sharper. However, it was also correctly noted, and I noticed when I launched it, that the textures seem more faded; perhaps the color correction is different, etc. (it lacks contrast). Also, the blurriness of the interface textures is noticeable; of course, they would need to be improved as well when used. And I remember there were threads on the forum about you working on this issue, so thank you for your efforts; it's good work.

And most importantly, I wanted to ask, could you provide more details about the patch being used and how it's installed? It would be great to see a comparison of stability and FPS on large maps.
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1 year ago
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I believe the criticism regarding the shadows and dullness is justified. The mod has been updated. All textures, without exception (except for the griffin, but more on that below), have had their color correction adjusted. Some changes have also been made: Several textures have been replaced with the appropriate size. The texture of the Cyclops-Undead has been corrected. For some reason, the site upscaled it differently than all the others. Fortunately, there were no empty spaces in the texture. I ran the original through the process again, and it worked. I added to the description of the readme text file in the mod archive. I replaced all the screenshots in the mod archive (and in the first post as well). An unpleasant situation occurred with the griffin. After the upscaling, black pixels appeared at the tips of its feathers. I didn't want to leave it like that, and I didn't want to borrow from the other mods being compared (the 2k blurry original), as it wasn't worth it. I tried a few other upscaling resources, but nothing produced an acceptable result. I left the griffin in its original form. Defect
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1 year ago
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Wink
In reply to Mооnst@r
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1 year ago
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Mооnst@r
Winking

Yes, esteemed colleague. I won't hide the fact that your actions inspired me to do the same. I'll note that in NVS, many units (and even heroes) have received reworked textures. I hardly have any default textures left. Either way, if I don't do this now, I'll do it later. Because I know my audience well enough: someone will want to write to me and say that you, for example, or someone else, did an upscaling of the creatures. And they will ask me if I will do it for NVS. And yes, now I will. If this isn't a subtle criticism from you, then thank you. If it is criticism, then in my defense, I'll say that the idea of upscaling textures of objects and units from the fifth Heroes game is not new. Yes, I see that you wanted to do it your way. And that's great. I will do it my way.

In general, thank you. Thank you for also following my project.

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