Could dgVoodoo be modified to inject high resolution textures ?

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Could dgVoodoo be modified to inject high resolution textures ?

Postby antrad » 2019-4-19 @ 15:00

Many people are excited about the possibilities of using new AI algorithms to enhance textures in old computer games. The problem is most games have their files encrypted and people don't have access to the textures, so there is a great need for some kind of texture extractor/injector.

I was thinking would it be possible to use dgVoodoo to intercept and override stuff like D3DXCreateTextureFromFile() calls and that kind of stuff to extract and then load custom textures from a dgTextures folder that would contain new textures ?

Pexioto's game patcher can already do texture swapping, but only on a limited number of games. I haven't tried using it yet and I wont pretend to know how all of this works under the hood and can it be applied to dgVoodoo.
https://www.vogons.org/viewtopic.php?t=53121

I think dgVoodoo would be perfect for something like this since it is used to fix and enhance old games already. A feature like this would also increase the popularity of the program in the modding scene and media also likes to write articles about this kind of stuff.

Here is an example I made using ESGRAN to enhance a texture from 256x256 to 512x512. It is literally magic (when it works), because it does not only upscale and sharpen the image, but actually adds new detail. There are other examples all around the web.
https://i.imgur.com/RP6x3Cy.png
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Re: Could dgVoodoo be modified to inject high resolution textures ?

Postby Deffnator » 2019-4-20 @ 03:54

in my opinion, i think that the best way could be ThirtheenAG's method combined with dgvoodoo2
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Re: Could dgVoodoo be modified to inject high resolution textures ?

Postby antrad » 2019-4-20 @ 04:38

Deffnator wrote:in my opinion, i think that the best way could be ThirtheenAG's method combined with dgvoodoo2


I know about ThirteenAG widescreen fixes, but never heard anything about a texture injector. Any links ? All I know is he did upload some texture packs, like for Splinter Cell, but those are just textures extracted from the PS3 version and copied over the existing files, because the PS3 version is based on the PC version, so the files are compatible.
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Re: Could dgVoodoo be modified to inject high resolution textures ?

Postby ZellSF » 2019-4-23 @ 12:53

Special K could work, maybe?
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Re: Could dgVoodoo be modified to inject high resolution textures ?

Postby Dege » 2019-5-08 @ 11:16

Yes, it could be, I think.
The idea about it is not to modify 'core dgVoodoo' but let open the door to hook it with external dll's instead.

I can imagine an 'add-on', given in the config file, that hooks part of dgVoodoo through an internal interface.
dgVoodoo could provide texture bitmaps (say, the ones allocated in the MANAGED pool) to the dll and let it change that to another one.

This would require c++ coding from the modding side, but provide the best way to mess with dgVoodoo.
I myself could make an (open source) example for a hooking dll, for others to begin with.

But it's a mere plan/vision right now.
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Re: Could dgVoodoo be modified to inject high resolution textures ?

Postby antrad » 2019-5-10 @ 13:08

Dege wrote:Yes, it could be, I think.
The idea about it is not to modify 'core dgVoodoo' but let open the door to hook it with external dll's instead.

I can imagine an 'add-on', given in the config file, that hooks part of dgVoodoo through an internal interface.
dgVoodoo could provide texture bitmaps (say, the ones allocated in the MANAGED pool) to the dll and let it change that to another one.

This would require c++ coding from the modding side, but provide the best way to mess with dgVoodoo.
I myself could make an (open source) example for a hooking dll, for others to begin with.

But it's a mere plan/vision right now.


Thanks for taking the time to respond. I hope the idea will grow and one they you make something.
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