Turok 2 Mods

In the era of old games made new, there's hardly a classic game out there that isn't being remastered or recreated. For those that don't have official new versions, modders have begun making their own remasters using machine learning to create higher resolution versions of a game's original textures.Below we've cataloged all the AI upscaling mods we know of so far with notes on how far textures have been upscaled from the originals, the machine learning framework used to create the new images, and of course a link to download and try them yourself.Some mods are complete overhauls, while others only replace background images, UI elements, or characters. We've given a quick overview for each on what you can expect them to handle. Deus Ex: New Vision 2.0(Image credit: Uploaded by DaveW) Tech not listed Resolution not listedNew Vision 2.0 is an experimental, alternate version to New Vision 1.5 by the same creators. While the original New Vision version is a project that replaces the majority of Deus Ex's textures with new versions created by artists, New Vision 2.0 instead uses AI upscaling.

Turok 2 Ascension Gibbing System - Mod DB Headshots on monsters create chunks of meat that get thrown around the room. Enemies killed by PF Mines create chunks of meat that get thrown around the room.

The creators say that while both versions will remain available as options, New Vision 2.0 is 'much better suited to those who prefer the original art style and want as close to the 'classic' look and feel as possible.' Doom: Doom Neural Upscale(Image credit: Uploaded by Hidfan) NVidia GameWorks Super Resolution & Topaz AI 2x OriginalDoom's neural upscale is an interesting case in which the creator originally upscaled Doom's textures to 8x the original resolution than then downscaled back to 2x in order to regain the pixelated look of the original game. The creator also provides the created by the AI before being retouched for others to experiment with. Dark Souls Remastered: ESGRAN Upscaled UI(Image credit: Uploaded by backfoggen) ESRGAN Resolution not listedSo far, this upscale mod for Dark Souls Remastered only upscales UI icons. The creator mentions in the comments that they are also attempting to upscale environment textures but have so far not had luck importing the new textures in either the Prepare to Die or Remastered versions of Dark Souls. The Elder Scrolls III Morrowind: Morrowind Enhanced Textures(Image credit: Uploaded by DassiD) ESRGAN 4x OriginalThe Morrowind Enhanced Textures mod replaces 100-percent of Morrowind's game textures. If you're looking to return to Morrowind with a fresh face before the Skywind project comes out, this is a good way to do it.

Final Fantasy VII: Remako Mod(Image credit: Uploaded by CaptRobau) Gigapixel AI 4x OriginalThe Remako mod for FFVII upscales background textures, battle textures, and even the full-motion videos for the game. The detail added especially in FFVII's backgrounds is particularly impressive, though the process needed to properly upscale its full-motion videos is worth noting as well.' The Steam version of FF7 might have had Full Motions Videos (FMVs) with a resolution of 1280x896, in reality, these were actually 320x224 videos blown up to a larger resolution. So I had to go through all of the game's 100+ FMVs, scale them down to their actual size before upscaling them again with my AI-powered upscaling tool.

Now they actually have a HD resolution of 1280x896.' Final Fantasy IX: Moguri Mod(Image credit: Uploaded by Ze PilOt) Tech not listed  Resolution not listedLike Remako for FFVII, the most noticeable difference in the Moguri mod for FFIX is the background textures.

The amount of detail added by AI is particularly impressive in all the natural, green environments. The Moguri mod only works with the Steam version of FFIX. It does a bit more than textures though, also adding in 15 new soundtracks. GTA: Vice City: AI Enhanced Textures for Vice City(Image credit: Uploaded by Jamasen) Tech not listed 4x OriginalThis upscale mod for Vice City replaces most of the game's textures. Interestingly, not all original textures come from the PC version of Vice City. Some textures from the Xbox, PS2, and mobile versions of Vice City were used as they had higher resolution than the native PC counterparts. In order to use the upscaled textures for the Steam version of Vice City, you'll have to downgrade your game version to 1.0, which the modder explains just a bit on their page.

Half-Life: Source AI upscale(Image credit: streamer333) Gigapixel AI 4x OriginalThis upscale mod is for the Half-Life: Source version of Valve's classic. It uses Gigapixel AI to create textures at 4x the original resolution and replaces all of the default textures from the game.

Hexen: Hexen Neuro x4 Textures(Image credit: Uploaded by gmh4589) Gigapixel AI & ESRGAN 4x OriginalHexen's original art style seems to play really well with upscaling by Gigapixel AI and ESRGAN in this upscale mod. According to its description, this mod upscales more than 3500 textures for Hexen. Knights of the Old Republic I & II: Complete Character Overhaul(Image credit: Uploaded by red11by)& ESRGAN 2048x2048 resolutionModder Red11by has created two different mods, one for Knights of the Old Republic and its sequel.

Both should upscale textures for all NPCs in each game and all armors. Max Payne: Max Payne Remastered(Image credit: Mod uploaded by Gaiver74 Video by vladimirpolnikov) ESRGAN 8x OriginalThis Max Payne mod replaces what the uploader estimates as 95% of the game's textures. As with other upscale mods increasing detail on human faces, it's a bit eerie seeing higher resolution faces on lower polycount character models.

Resident Evil HD Remaster: REupscale project(Image credit: Uploaded by Shiryu64) Gigapixel AI Resolution not listedThis mod for the Resident Evil HD Remaster replaces almost all of the textures in the new version of Resident Evil with upscaled and then manually corrected versions. However it doesn't replace rooms that were created in 3D for the remaster. In the future, modder Shiryu64 is planning to update the game's UI, background textures, and cutscenes as well. Red Faction: Red Faction AI Upscaled Textures(Image credit: Uploaded by CaptainDagon) Gigapixel AI 4x OriginalThe Gigapixel AI upscaled mod for Red Faction is supposedly complete, including upscaled versions for all of the game's textures. Star Wars Jedi Knight: Dark Forces II: Jedi Knight Neural Upscale(Image credit: Uploaded by TreeMarmot) ESRGAN Resolution not listedThis upscale mod for Jedi Knight: Dark Forces II is usable as-is though modder 'TreeMarmot' cautions that they have not been retouched to correct and visual oddities. They intend for this mod to be used as a jumping-off point for other modders to create their own high resolution versions with corrections and touchups.

Sonic Adventure 2: Sonic Adventure 2 Neuro-AI(Image credit: Uploaded by Hazmat) Gigapixel AI 4x/8x OriginalThis mod for Sonic Adventure Battle 2 upscales level textures by 4x original resolution and skybox textures by 8x. According to the modder, this mod 'does not include Weapons Bed, Eternal Engine, Egg Quarters, Lost Colony, Cosmic Wall, Chao Neutral Garden, Boss Levels (except Big Foot) or in-game cut-scenes except the first two in Hero story.' They are planning to include those areas in subsequent releases of the mod. Turok 2: HD Textures (ESRGAN AI upscaled)(Image credit: Uploaded by collige) ESRGAN 4x OriginalThis mod for upscaling Turok 2 isn't well-documented but claims to include textures for the entire game.

Reaches Half-Life heights on occasionsThat is one bold statement, innit? Especially for those who dislike the prequel with a passion, like myself. My own little personal miracle of 2020. It's doesn't help enemy respawn is still here but can be easily remedied with MOD.

Place the.kpf inside 'mods' folder, created in game root. Quick Save/Load function is implemented now and works flawlessly. The review is based with mod in play because without it it's just a mediocre wack-a-mole shooter with artificially inflated difficulty. Normally I don't do this but overall quality of the game warrants one exception.For starters there is a story to set the stage in the beginning via short animation. Ain't much but it's something to hold onto since the manual in any shape or form has been omitted from the package yet again. Furthermore there are set objectives to complete during each of the 6 levels (down from 8), involving saving NPCs and destroying enemy infrastructure.

Both provide some tangible sense of your actions actually making a difference in the world, unlike was the case in the original game.Levels progression follows a familiar design pattern: city, temple, jungle, cave, hi-tech, spaceship. Almost exactly like the first one but with jungle and human architecture levels switching order. You will still be collecting keys to unlock teleporters to following levels, same as before. The additions are metroidvania-like abilities to collect and challenge rooms which now each yield a nuke weapon part instead regular goodies like heath and ammo. But not armor because sadly it's gone from the game. Couple of checkpoints on every level can be used to max out ammo and health and serve as quick teleporters between levels, reducing sparse but forced backtracking to a minimum. Old inventory screen is accompanied with mission objective screen while also tracking discovered secrets.Levels got a HUGE upgrade in size.

Just after I thought I've seen the biggest ones yet Turok 2 blows its former self (and every game ever made) out of the water. They literary go forever. And that's a good thing!

Made easy to navigate by still ever useful minimap and level design features which are distinguishable enough by themselves. Every level is split into up to 10 smaller sections, via teleporter, and most might pass as an original Doom map both in size and complexity. Incredibly, there are still no loading screens to be seen even though the game was made for the same console system as the first one but with levels now using more complex geometry and textures.First level however suffers from being to simplistic initially, as well as being too 'blocky'. Latter is unfortunately true for 2nd level.

Both have visible signs of laziness with misaligned textures in plain sight. To say the start was rough is an understatement. The size made up for it though, along with other unexpected features: riding adino for example, and fair attempt on design genuinely mimicking human architecture, to name a couple.Later levels have their own set of unique enemies and they spared to expense making them stand out.

Honestly, this mtf gets better the more you play.Where the game truly shines and where it surpasses Half-Life is the gunplay and enemy animation. Using HL as an example due to most people being familiar with it and both released less than a month apart form each other.Yeah there are around 20 weapons in here and quite unusually all are useful. They have good synergies and ammo is plentiful this time around. Doesn't hurt later enemies drop some after death.The starting weapon for example, your bow: shoots arrows that are 1-kill when embedded properly in brain matter, they can be picked up from dead bodies AND from the floors/walls even after save/load!! Come to think of it. Forget HL, no game ever did this right, before or since.Upgraded bow you find later in 1st level even has adjustable zoom with always max string tension, behaving almost like machine gun crossbow.

Other weapons are precise and deadly too, no random cone bullet-spread, as experienced for years to come in other games. Plain shotgun being useful beyond 20m is enough on its own, let alone many other world firsts.Ammo capacity should be higher though. 50 bullets for a pistol, 20 for shotgun? For the longest time I though I missed a backpack pickup but it turned out one does not exist.

It really should.Enemies don't just stand around waiting to be picked off from just beyond visual range anymore. They are aware of you now, often with reactions measured in milliseconds. Not my cup of tea but later you'll encounter more and more those patrolling around, only reacting if you cross their sight. Those will still be difficult to put down thanks to very extravagant skeletal animations, typically involving their head bouncing around wildly, making head shots a celebratory rarity even with your go-to hitscan sniper. Even more so after you've aggravated them and they are charging your position. And you'll want head shot make no mistake because, and this is one of rare complaints, every enemy is a bullet sponge unless pacified between the eyes (unless explosives).There are many kinds and it's obvious they put effort into enemy design, even when some are present only in one place on given map. Death animations are amazing most enemies have multiple gory ways of meeting their maker.

I'd be shocked how good it is had I played it back in the day. Heroes and castles 2 wave 8 guide. So much so maybe my impression would spill over to Turok as well. The only way I know how to can explain how somebody can still like that turd, besides blind nostalgia.Remake job itself is pretty good, same quality as in Turok, with the exception the minimap zoom not remembering set value and resetting to max zoom each time you re-load or enter a teleporter.

Many menus with many options with many steps of precision to chose from, as God intended way back when he created Adam & Eve. Saves are old school located within game root folder.

Why did we ever start fixing what was never broken?Only problem, confined to us with machines with specific old hardware, came from frequent game freezes (every 15 mins on average) which required process kill in task manager. Apparently it's due to old faulty AMD DX11 driver I'm stuck with, but I write it down to lazy code in the remake. Why else force newest API(s) on 20 year old tech?

Ascension

This remake would comfortably run on an early 2000 machine (as an example how they gutted widespread compatibility). Performance wise it was butter smooth otherwise.Overall pretty happy with this, even having to plow through Turdok beforehand. Closest HL experience I had in a long time.

I was skeptical and expected the worst when I speak-peaked what's ahead just after beating 1st game by watching a YT video and observing some mediocre FPS with zoomed in FOV and bad combat. Must have been a noob.

Comments about sequel plays 'differently', with negative undertones, also triggered alarm bells. Must have been noobs. Thankfully all turned out great in the end!

Posted: 23 AprilStraight up, not my kind of game. I'm not very good at pathfinding in 2D FPS games like Doom, and worse in 3D spaces, and none of the other gameplay elements felt satisfying enough to continue. I went into the game with extremely vague memories of when I was tiny playing the first Turok on the N64 and I think enjoying it, and I heard the Turok 2 port was amazingly done, but I just can't seem to get the hang of it.So why the recommendation? It's not a bad game. Not only is it not a bad game, but it was a bug free in my limited playtime and nothing felt or sounded janky like in some other games that were ported to modern PC hardware.I've also literally only played the first mission, so I don't have much weight on the review either. The first level is heavily focused on exploration without guidance, and there's not a lot of visual indication on where objectives are (which were just 'find these things' type objectives).

The shooting with some weapons felt alright, but never felt like they had much impact like I'm just shooting sandbags. I encountered a miniboss that felt significantly different from fighting regular enemies, and I'm sure it would have had more impact if I didn't spend almost a half hour being long with no progression and get frustrated. Somewhere in my save file is the missing 3rd child I was supposed to find to complete the mission, but the open-endedness of the level just had me going in circles nonstop.Beyond my ineptitude, I still feel like this game has something good going for it, and I know with 100% certainty that there are a ton of people that dig the whole open-ended map style of FPS games, who enjoy finding secrets and objectives on their own with limited guidance. I'd relate the game somewhat to Quake 2, which I had similar experiences with, except shooting at dinosaurs and dinosaur-hybrids is infinitely cooler than bald cyborgs, so points for Turok 2.tl;dr, I didn't vibe with the game and was bad at it, but I still think this is a game that others will enjoy because it has a lot of gameplay elements other people will like and the game runs flawlessly for a port.