Pops Maellard

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About Pops Maellard

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    Jedi Apprentice

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  1. Definitely doable! Wasn't sure what resolutions people would want at first, but I'll spin up the renders for a 1080p version tonight.
  2. I noticed the issue with the 01a video before uploading so the pop in should be fixed in this version. I did however notice just now there is still something off with the timing of the crawl, making a new version asap. And jep, that's exactly how I did it, it's basically a freeze of the empty space scene before the camera starts moving. I'll look into a 60fps version, was a bit worried about the extra artifacts it would introduce.
  3. View File K1 Cutscenes Rescaled This mod modernizes all K1 cutscenes by upscaling, slight compositing, and remaking text elements. This in 3440x1440, 3840x2160, 2560x1440 and 1920x1080 resolutions at the original framerate and interpolated to a 60fps version. Disclaimer This mod only includes enhanced cutscenes. Adjusting your game to the preferred resolution is necessary. There's multiple guides on how to do this online. (like this one.) Information - Cutscenes have been upscaled using a combination of AI models in Topaz Video AI 4-5, then re-composited and exported back to bink files at a high bitrrate. - Remade the subtitles for videos 02-09-31a-50-56b - Remade legal screen - Remade title crawl in video 01a - Fixed issues in certain videos (color grading, broken fades,..) Installation - Download preferred resolution and frame rate versions. - Extract the downloaded folders into the "movies" folder in your game installation directory. Remember to make a backup of the original folder first if you want to restore them at some point. - Overwrite with any preferred alt versions. Alts All the resolution versions have the same alternative options. - "legal" an alternative legalscreen option. - "nosubs" removes subtitles from videos 02-09-31a-50-56b - "whitesubs" adds white instead of blue subtitles to videos 02-09-31a-50-56b Let me know if you run into any issues or have any thoughts. This is by no means perfect since the upscaling process still introduces a lot of artifacts but I'm hoping to revisit and improve this project whenever there's a significant update in available upscaling video tech. Submitter Pops Maellard Submitted 11/30/2023 Category Mods K1R Compatible Yes  
  4. Version 1.5.0

    664 downloads

    This mod modernizes all K1 cutscenes by upscaling, slight compositing, and remaking text elements. This in 3440x1440, 3840x2160, 2560x1440 and 1920x1080 resolutions at the original framerate and interpolated to a 60fps version. Disclaimer This mod only includes enhanced cutscenes. Adjusting your game to the preferred resolution is necessary. There's multiple guides on how to do this online. (like this one.) Information - Cutscenes have been upscaled using a combination of AI models in Topaz Video AI 4-5, then re-composited and exported back to bink files at a high bitrrate. - Remade the subtitles for videos 02-09-31a-50-56b - Remade legal screen - Remade title crawl in video 01a - Fixed issues in certain videos (color grading, broken fades,..) Installation - Download preferred resolution and frame rate versions. - Extract the downloaded folders into the "movies" folder in your game installation directory. Remember to make a backup of the original folder first if you want to restore them at some point. - Overwrite with any preferred alt versions. Alts All the resolution versions have the same alternative options. - "legal" an alternative legalscreen option. - "nosubs" removes subtitles from videos 02-09-31a-50-56b - "whitesubs" adds white instead of blue subtitles to videos 02-09-31a-50-56b Let me know if you run into any issues or have any thoughts. This is by no means perfect since the upscaling process still introduces a lot of artifacts but I'm hoping to revisit and improve this project whenever there's a significant update in available upscaling video tech.
  5. Would the original music track be available somewhere? It seems like it starts of with the Leviathan track but then goes on to an extended ending.
  6. Still need to test the in-engine version but it's a bit out off my comfort zone. Download your version though and had a quick first pass at some color correction and the edge fog effect. Not quite there yet but I think I can replicate it with enough time: google drive
  7. Wow that already looks great! Definitely agree this is the correct way to go to keep it more in style with the game. Is the black edge screen fog something they actually did in engine? If I got some time this week I'll take a look to see how close I can get at replicating it outside of the eninge. Probably still going to play around with my Blender scene to see where it ends up as a "reinterpretation" of the cutscenes.
  8. Okay that's very interesting. I'm not sure if I could help with any of the in engine stuff but I'm definitely interested to attempt recreating some scenes out of engine (which would be Blender and After Effects/Nuke for me). Is there a wiki or list that has a write up of what models belong to what scene? Did some quick testing and based on the info you provide I was able to get Malak and Revan into a Blender scene with the correct animations fairly quickly. Still need to figure the camera and level geo. Spoke to soon! Figured out the camera and level alignment, there's still some weird timing stuff to figure out before touching up textures/lighting etc but this could be something!
  9. Oh yeah get what you mean. Definitely better than just a linear resize but somehow I was expecting to get it perfect if I would just "put in the work". I agree with the subtitles remark, but it just felt off to still have it letterboxed when it could be full screen. I'll make an alternative version for release that either has them boxed or just no subtitles all together. And I didn't realize some of them could be re-rendered in engine! I was contemplating remaking them in Blender using the in-game assets but I don't know what is and isn't in the game files. If those animations are still in there completely I'd love to have a go at it.
  10. Right, so this took me a while. Finished upscaling all of the cutscene videos to see if I còuld make some improvements to the already existing upscales. It went okay-ish but I'd still like to do a second pass at most of them before actually releasing them as a mod. If anyone is interested or would like to give some feedback, I've put them all up on my google drive here. That being said it's now clear to me that even now there's only so much you can do with AI upscaling. Workflow wise what I did was: - Extracted the audio from the .bik files using the RAD tools. - Upscaled them 3 times with Topaz Video AI to 3440x1462 (to crop them down to 3440x1440 again but keep the aspect ratio): . First upscale was Proteus with all settings cranked to 100 percent to get a baseline . Second upscale was Proteus again but more moderate settings, so I could reduce some of the more wonky results from the first pass . Third upscale was a Gaia CG one to use for characters/faces. - Put it all together in After Effects and remake some things manually. Some screenshots:
  11. Aha! It's my .gui file. If I swap it out for the high res menu one it boots and gives me this result: Not sure why my .gui (attached) ends up in a crash yet, I'll have a look again after work. mainmenu.gui
  12. Hmm it might just be the inherent issue with the whole dialogue fix. Whenever a dialogue box is meant to "animate in" it can get a bit glitchy. @DarthParametric while I wasn't able to fix the texture issue I was having with your file (does Blender not export texture changes?), I was able to get it working by adjusting your original widescreen fix based on what you sent me! Not as clean as your file but it does the job for now. Also moved the smoke emiters around and reduced the depth of my metal background. Diving back in to figure out if it would be possible to have a blue light affect the smoke and Malak model. Thanks again! Override.7z
  13. This seems to work (see attached image) but whenever I put the included texture (Pops_MenuBack.tga) in override it crashes to desktop? Thank you! Having loads of fun figuring it all out. Did you run the High Resolution Menus (this one) patcher with dialogue fix enabled? I THINK it might be that one. Not a 100% sure.