Oh yeah, it can't do much... to me it was irony that i could just run the original on Wii U with some jailbreaking. The original used very compressed data and some of it was duplicated to make it even easier on loads
I once tried myself upscaling some textures by hand, it was fun but very time consuming. I ultimately understood the use of AI upscaling in places when just 6 months were allowed, and less than half the team size as the og.
Yeah... Still it's a shame, it would look better if artists had done it
this one was iconic because it has bugged alpha pixels left here since the beginning
my attempt just... GIMPing it
The less it costs to remaster a game, the more money they make so decisions like this are rarely made with quality in mind
With BGE at least we had artists to retake everything the AI spat out
of course. And given the time it took for me to make only a couple textures, the ideal XXL upscale will still take years ahead.
It's nice you got to take a greater path with Virtuos
The challenges were ok, but I only played the game on release and played a few times to check out the cheats that were left in debug mode later. (Especially teleporting ones.) So I only remember that the game crashed like 12 times before it let me play the one in Rome. (The same problem was on other levels. But this one was so annoying only this kept in memory.)
Ubisoft gave more money, that's all there is to it
Right now i'm working with N64 compatible textures so i have to go *lower* than XXL haha! But i've been learning a lot, and the N64 GPU can do things so nice, you can't even see those on K
Nice things like what 😮 ?
speaking of cheat debug mode i think we did manage to save a copy of the required executables before that build was removed from steam.
2 cycle materials, mixing vertex colors, primitive colors, 2 textures with different UVs, the list is insane with the color combiner
Unfortunately I didn't saved the one from XXL2R.
These two texture here must fit below 4KB to fit the cache. But well mixed together and you get...
there's a 3rd texture specific to the waterfall. Vertex colors ( greyscale ) that are used to determine polygon opacity are only applied to the textures that have to fade in/out at the waterfall edges
Did anyone here try the hiddenpalace beta build of XXL 2?