Craig Mullins did all this the digital painting decades back, and it’s low-res. I bet it’s possible to mod this thing to jack the resolution up.
I believe – don’t have a copy to hand at this sec, though I own a copy of both of the Mac and PC versions – that [this a (lossily-compressed) screenshot of is the actual in-game chapter screen for Envy in Marathon Infinity:
That’s been lossily-compressed – would be interesting to know if there’s a TIFF floating around somewhere – and it looks to me like it’s possibly been stored in 16-bit-depth (non-dithered), given the banding.
Just out of curiosity, I went to try out the free Marathon release using the open-source Aleph One codebase on Steam. Among the other updates, it looks like the Aleph One guys updated the physics and graphics stuff to support unlimited framerate, so it’s pretty smooth. That being said, the in-game enemies and such are still sprites and still at their original resolution. I wonder if it’s possible to use AI-driven interframe interpolation, tweening to get smoother animations. I’m not sure that there’s enough data there, unfortunately.
Marathon series was AMAZING.
That has potential to make this better.
Craig Mullins did all this the digital painting decades back, and it’s low-res. I bet it’s possible to mod this thing to jack the resolution up.
I believe – don’t have a copy to hand at this sec, though I own a copy of both of the Mac and PC versions – that [this a (lossily-compressed) screenshot of is the actual in-game chapter screen for Envy in Marathon Infinity:
https://marathon.bungie.org/temp/cmullins.html?image=infinity_bg
https://lemmy.kya.moe/imgproxy?src=lemmy.today%2fpictrs/image/2e170896-eaa7-46ca-a422-085767e43700.jpeg
640x393
But at the above link, someone found a version of the image before the game was produced, scanned it.
https://lemmy.kya.moe/imgproxy?src=lemmy.today%2fpictrs/image/25af18d4-0456-43f9-a638-4493ca7dac53.jpeg
2500x1536
That’s been lossily-compressed – would be interesting to know if there’s a TIFF floating around somewhere – and it looks to me like it’s possibly been stored in 16-bit-depth (non-dithered), given the banding.
Might also be possible to AI-upscale this.
Just out of curiosity, I went to try out the free Marathon release using the open-source Aleph One codebase on Steam. Among the other updates, it looks like the Aleph One guys updated the physics and graphics stuff to support unlimited framerate, so it’s pretty smooth. That being said, the in-game enemies and such are still sprites and still at their original resolution. I wonder if it’s possible to use AI-driven interframe interpolation, tweening to get smoother animations. I’m not sure that there’s enough data there, unfortunately.