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Re: HD-ifying Riven

Posted: 03 Feb 2015, 21:42
by KellyCoston
I can't tell you how much this is going to help the art team. We spend hours asking "hey what's going on with these three pixels over there?" "I think that's a bolt. Or maybe it's a cupcake." So yes, this is going to be very helpful to figure out some of the smaller details.

Re: HD-ifying Riven

Posted: 04 Feb 2015, 10:17
by tobr
Gorobay wrote:That cell handle picture is tantalizingly close to readable. Could you HDify some screenshots of the video to get the text from different angles?
I could try but I don't have the videos extracted, could you send/upload a couple of screencaps?

Re: HD-ifying Riven

Posted: 04 Feb 2015, 11:04
by Gorobay
Here are some screenshots of the cell handle rotating.

Re: HD-ifying Riven

Posted: 04 Feb 2015, 11:08
by Gorobay
Here are some more screenshots that didn’t fit in the previous post.

Re: HD-ifying Riven

Posted: 04 Feb 2015, 12:10
by dgelessus
@tobr, google for "Riveal". You might find that tool useful.

Re: HD-ifying Riven

Posted: 04 Feb 2015, 15:15
by Ariatahn
The video (the clockwise one) can be found here, in .mov format.

Re: HD-ifying Riven

Posted: 04 Feb 2015, 17:18
by Cykelero
Looks amazing.

Re: HD-ifying Riven

Posted: 19 Feb 2015, 22:12
by jameverywhere
I love what you've done! How cool!

Is there any way you could get a hi-res image of the Whark up at all?? I'd love to use one as a wallpaper, but I can't find an image hi-res enough, other than fanart (deliciously good fanart... but still not the image I'm looking for.)

Re: HD-ifying Riven

Posted: 07 Jan 2017, 20:02
by LordNyriox
Any chance we could access the algorithm directly?

Re: HD-ifying Riven

Posted: 18 Dec 2017, 06:19
by numanoid
Sorry for reviving this but I was also wondering if this algorithm could be made publicly accessible. With the recent (official) addition of Riven to ScummVM it should be possible to either apply the algorithm in real-time (which wouldn't require any modification of the original data at all) or repackage the original data files with the algorithm applied (since ScummVM essentially contains the entire code for loading and processing the data it should be possible to do any required differentiations between the original and the modified files in there).

Also
Yali wrote:I really want Cyan to get their SGI workstations decrypted so they can re-render all those shots on modern machines in full 1600 resolution.
could you elaborate on this? I can't find any info about this online and it would be truly wonderful if we could get access to the original assets (or heck, I'd also root for Cyan to do an HD re-release of the game using those assets).