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by iLikeTheUDK
Sat Oct 13, 2012 4:06 pm
Forum: Abandoned/Dead Projects
Topic: Doom sprites HD (8x) version v03 released
Replies: 1046
Views: 249731

Re: Doom sprites HD (8x) version v03 released

No, lighting that's either evenly lit or pitch black is either Cel Shading or 4-bit lighting (as in Commander Keen and several Apogee games, such as the first Duke Nukem).
by iLikeTheUDK
Sat Oct 13, 2012 1:32 pm
Forum: Abandoned/Dead Projects
Topic: Doom sprites HD (8x) version v03 released
Replies: 1046
Views: 249731

Re: Doom sprites HD (8x) version v03 released

Well that's because he didn't look at the original stop-motion model for it. I've seen several.photos and vids showing it (including the one I directed to earlier where Tim Willits makes himself look completely stupid by accidentally calling the Archvile a Revernant).
by iLikeTheUDK
Sat Oct 13, 2012 12:22 pm
Forum: Abandoned/Dead Projects
Topic: Doom sprites HD (8x) version v03 released
Replies: 1046
Views: 249731

Re: Doom sprites HD (8x) version v03 released

That looks like something the graphics card could do in a fraction of a second in GZDoom. You really need to do manual detail work on the sprites, not just a resize-and-filter job.

MS Paint x5:
VILEQ2MSx5.PNG

And THIS looks like something that the CPU could do in a fraction of a second in ...
by iLikeTheUDK
Sat Oct 13, 2012 12:16 pm
Forum: Abandoned/Dead Projects
Topic: Doom sprites HD (8x) version v03 released
Replies: 1046
Views: 249731

Re: Doom sprites HD (8x) version v03 released

Why the hell are we discussing all these methods and not doing any kind of progress?! Did we abandon everything done so far or WHAT?!
by iLikeTheUDK
Sat Oct 13, 2012 11:24 am
Forum: Abandoned/Dead Projects
Topic: Doom sprites HD (8x) version v03 released
Replies: 1046
Views: 249731

Re: Doom sprites HD (8x) version v03 released

In order to really up the amount of detail on the sprite, you need to make it about 2-4 times the resolution that it has now (about 480x868, as opposed to the 170x217 it's now). We need it to have more detail than originally possible with the original sprite. That's why high resolution textures were ...
by iLikeTheUDK
Sat Oct 13, 2012 1:27 am
Forum: Abandoned/Dead Projects
Topic: Doom sprites HD (8x) version v03 released
Replies: 1046
Views: 249731

Re: Doom sprites HD (8x) version v03 released

Too dark. You should probably use the Cyberdemon as seen on the Doom 2 cover for a more accurate reference.
BTW, while looking at earlier posts in this thread, I remember someone redirecting to a vid of his where he showed a render of a 3D model of a Cyberdemon he made.
EDIT: Found it! There's a ...
by iLikeTheUDK
Fri Oct 12, 2012 10:28 am
Forum: Abandoned/Dead Projects
Topic: Doom sprites HD (8x) version v03 released
Replies: 1046
Views: 249731

Re: Doom sprites HD (8x) version v03 released

Well at least it makes a decent base image, unlike like - you know, This:
https://dl.dropbox.com/u/63152810/Ugleh.png


Well, a base image is a base image. We need to use it a a base. it;'s not what will eventually be in there.
BTW can you please post some REAL progress? Any news on the ...
by iLikeTheUDK
Fri Oct 12, 2012 7:43 am
Forum: Abandoned/Dead Projects
Topic: Doom sprites HD (8x) version v03 released
Replies: 1046
Views: 249731

Re: Doom sprites HD (8x) version v03 released

You can still see that it was originally 8-bit color. We need to make them our way. Simply scaling them with HQ*X and that's it is just too lazy for us.
by iLikeTheUDK
Fri Oct 12, 2012 6:47 am
Forum: Abandoned/Dead Projects
Topic: Doom sprites HD (8x) version v03 released
Replies: 1046
Views: 249731

Re: Doom sprites HD (8x) version v03 released

Again - Just looks like a low-res picture being painted by hand and still looking blurry. The only details here are paint marks.
by iLikeTheUDK
Wed Oct 10, 2012 12:34 pm
Forum: Abandoned/Dead Projects
Topic: Doom sprites HD (8x) version v03 released
Replies: 1046
Views: 249731

Re: Doom sprites HD (8x) version v03 released

Blox wrote:You guys are really overestimating how good hq*x scaling is. It would likely blur the hell out of the sprites, and have plenty of very sharp artifact-looking edges.
You're pretty much repeating what I commented in different words.
by iLikeTheUDK
Wed Oct 10, 2012 10:17 am
Forum: Abandoned/Dead Projects
Topic: Doom sprites HD (8x) version v03 released
Replies: 1046
Views: 249731

Re: Doom sprites HD (8x) version v03 released

Nice, but not that detailed. You must understand that vector scaling is a no-go, at least as final results. It might be possible to use vector-scaled sprites as base, and then paint details onto them. But simply slapping vector scaling onto it and calling it HD sprites doesn't make it HD - It just ...
by iLikeTheUDK
Tue Oct 09, 2012 3:07 am
Forum: Abandoned/Dead Projects
Topic: Doom sprites HD (8x) version v03 released
Replies: 1046
Views: 249731

Re: Doom sprites HD (8x) version v03 released

I've been asking myself the EXACT same question.
by iLikeTheUDK
Sun Oct 07, 2012 7:57 am
Forum: Abandoned/Dead Projects
Topic: Doom sprites HD (8x) version v03 released
Replies: 1046
Views: 249731

Re: Doom sprites HD (8x) version v03 released

What do you mean, becoming image quality?
by iLikeTheUDK
Sun Oct 07, 2012 3:55 am
Forum: Abandoned/Dead Projects
Topic: Doom sprites HD (8x) version v03 released
Replies: 1046
Views: 249731

Re: Doom sprites HD (8x) version v03 released

Not so impressive. It just made everything have round edges (even the things which need to have angular edges!). And they all still look blurry. VERY blurry. We need to enhance the detail manually.
by iLikeTheUDK
Sat Oct 06, 2012 9:26 am
Forum: Abandoned/Dead Projects
Topic: Doom sprites HD (8x) version v03 released
Replies: 1046
Views: 249731

Re: Doom sprites HD (8x) version v03 released

Obviously, ZDoom supports both WADs and PK3s.
And better resolution usually means better detail. How are you planning to get more detailed textures and sprites without changing their resolution, I have no idea.

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