[Scummvm-tracker] [ScummVM :: Bugs] #10986: Asset override
ScummVM :: Bugs
trac at scummvm.org
Thu Jun 20 11:31:38 CEST 2019
#10986: Asset override
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Reporter: Laserschwert | Owner: (none)
Type: enhancement | Status: new
Priority: normal | Component: Common
Keywords: | Game:
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Lately there have been several projects regarding cleanup and upscaling of
video game assets (like textures or background images) using AI-driven
tools like ESRGAN. For 3D games it's quite easy to swap out existing
textures in a game for new versions of the same files. For adventure games
I think ScummVM would be the best tool to allow for this functionality.
What I'm imagining is basically being able to place override files in the
game's directory (or an override subdirectory), and the game automatically
uses any override files it finds I there, instead of the one from the
game's data files. This doesn't necessarily only apply to image files, as
it might also be nice to be able to replace for example audio files.
Getting the format of an override file right might be the tricky part
(like palettized images), so ideally this should work independently from
the original asset's format.
Example 1: I've used ESRGAN to remove all the dithering from the CoMI
background images. Of course after that they aren't 8-bit color images
with an indexed palette anymore (which caused/required the dithering in
the first place). So rendering these at their now 24-bit color range would
be required.
Example 2: After removing the dithering I've scaled the backgrounds up to
4x their original size (again using ESRGAN, so quality-wise it's much
better than what a realtime scaler could produce). Being able to use those
upscaled backgrounds instead of their 640x480-sized originals would
require them to be scaled to fit the game window. Would the OpenGL
renderer be able to do this, while keeping all other assets and game
functionality (like walk boxes) the same?
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Ticket URL: <https://bugs.scummvm.org/ticket/10986>
ScummVM :: Bugs <https://bugs.scummvm.org>
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