Death Egg's HD Sprite Project

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Re: Death Egg's HD Sprite Project

Postby Hyllian » Tue Mar 26, 2013 5:18 pm

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Re: Death Egg's HD Sprite Project

Postby Sp00kyFox » Tue Mar 26, 2013 8:04 pm

yeah you did it, good work hyllian :thumb:
couldn't find any more weird pixels on the upscaled sprites.
here are some screenshots:

Image Image Image Image

and the download:
https://anonfiles.com/file/5625d082258818933ebf964ddba95731

apart from a few little thing were xBRh doesn't do so well, this looks to me like official sprites from another dimension where the resolution was higher :D
I'm gonna try and see if the filter also works well on the textures.
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Re: Death Egg's HD Sprite Project

Postby Hyllian » Tue Mar 26, 2013 8:49 pm

Great!

How did you take those screen pic locations?
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Re: Death Egg's HD Sprite Project

Postby Sp00kyFox » Tue Mar 26, 2013 8:56 pm

I thought a slaughter style wad would be good for screenshot examples, so I took newgothic movement 1 where I recently watched some speedruns.
hacked in "freeze time" and "noclip" to run around without having to fight or solve puzzles and looked for good spots. with "idclev XX" (where XX is the map number) you can change the level.
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Re: Death Egg's HD Sprite Project

Postby Sp00kyFox » Sat Mar 30, 2013 4:01 pm

well here my basic knowledge at wad editing comes to an end. I'm trying to upscale the sprites from the sprite fixing project by Revenant100 and from Improving PerK's smooth animations mod (pk_anim1). but my initial method with the original sprites where I put the upscaled version into HIRES/SPRITES doesn't quite work. I'd also like to upscale the textures which resulted into a total mess.
I'd appreciate it if someone would help and show me the right direction to do it. probably have to deal with offsets and decorate files, but I doesn't even know if this is possible with zdoom and it's hires support.

edit:
the xbr-filter I used, if someone wanna try it out:
viewtopic.php?p=676064#p676064
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Re: Death Egg's HD Sprite Project

Postby Kaal979 » Sat Mar 30, 2013 4:34 pm

Im not sure if this is your problem but i must say
creating good replacement sprites isnt easy at all.
First thing to know is that the pngs must have their
parts exact proportions or they gonna stretch weird.
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Re: Death Egg's HD Sprite Project

Postby Sp00kyFox » Sun Mar 31, 2013 5:52 am

well if you've followed the thread you should know that the step of upscaling the sprites is already done with the mentioned filter.. unless death egg is still working on it.
anyways, to further explain my problem. here I upscaled the sprite fixing project and put the new sprites into HIRES/SPRITES and saved it as a pk3 file:
https://anonfiles.com/file/b21695d38bc3 ... f993ac8eac

but it seems that this kind of automatic hires support (with the hires folder) doesn't support offsets, which results among other things into this:
Spoiler:
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Re: Death Egg's HD Sprite Project

Postby The Zombie Killer » Sun Mar 31, 2013 6:22 am

Personally I would use the TEXTURES lump for hires textures than the hires folder.

-TZK
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Re: Death Egg's HD Sprite Project

Postby Blox » Sun Mar 31, 2013 7:32 am

Alright, you'll just have to define every single graphic that exists in DOOM2.WAD in TEXTURES, scale it down and all the fluff that follows. Manually - of course.

Not that it would be much easier and practical to just dump them into a folder specifically for this purpose.

Also, if you're going to use the Hires/ folder, don't replace sprites with something that doesn't originate from the sprite you're replacing. They get remapped to the original sprite's sizes and offsets.
Stuffing in an extended pistol sprite will result in exactly what you're seeing because it'll still be remapped to the size of the non-extended variant.
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Re: Death Egg's HD Sprite Project

Postby Sp00kyFox » Sun Mar 31, 2013 10:40 am

Blox wrote:Alright, you'll just have to define every single graphic that exists in DOOM2.WAD in TEXTURES, scale it down and all the fluff that follows. Manually - of course.
Not that it would be much easier and practical to just dump them into a folder specifically for this purpose.

I don't get it, how does this differ from the way I'm doing it right now. also do I have to use different subfolders in hires for patches, flats ect.?
here, I upscaled all the doom2 graphics (except for sprites and textures) and used the mentioned hires-folder method. but zdoom (r4207) crashes at the start of a map.
If I'm converting the pngs with slade3 to lumps I get this garbage here:
Spoiler:
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Re: Death Egg's HD Sprite Project

Postby Death Egg » Sun Mar 31, 2013 11:30 am

Ah, forgot to post here that I'm not going to be working on this as much for the next two weeks or so due to IRL circumstances, but I'm not abandoning the project. I had stopped temporarily on the monsters so I could get all of the Skulltag HD sprites scaled to 3x, but was planning on going back to them as soon as I was finished with that.
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Re: Death Egg's HD Sprite Project

Postby Sp00kyFox » Sun Apr 07, 2013 1:50 am

ok after same problems with understanding how zdoom handles the hires folder and with the editor I finally upscaled all graphics from the doom iwads including sprites, flats, textures and the menu/hud graphics.
here is the download:
https://anonfiles.com/file/1f778644b517 ... 7359abb14b

including files:

2xBRh.pk3
this is the main one, load this if you wanna play doom with the upscaled graphics.

2xBRh-*.pk3 (where * is d1, plut or tnt)
add this to the one above if you're playing an iwad other than doom2.

sprfix12-2xBRh.pk3 (works also for d1spfx12.wad), pk_anim1-2xBRh.pk3
extra upscales for the sprite fixing projekt by revenant100 and perk smooth weapons enhanced by nightfright.
just load them after the original wads from these threads (also requires 2xBRh.pk3).

feel free to modify the pk3s. every file has an easy folder layout, so if you only wanna have upscaled sprites for example, just delete the other folders.
have fun ;)
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Re: Death Egg's HD Sprite Project

Postby Sp00kyFox » Mon Apr 08, 2013 2:23 am

fixed some problems, make sure you're using these files in the correct order:

doom2.wad / doom.wad / plutonia.wad / tnt.wad
sprfix12.wad / d1spfx12.wad
pk_anim1.wad
2xBRh.pk3
2xBRh-*.pk3 (if you're using an iwad other than doom2)
sprfix12-2xBRh.pk3
pk_anim1-2xBRh.pk3
some_awesome.wad (of your choice)

download:
https://anonfiles.com/file/e98b7dfb46353a504af4d55a35d1225f
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Re: Death Egg's HD Sprite Project

Postby Slax » Mon Apr 08, 2013 2:01 pm

Not to be rude, but are you really going to go through with this or just jerk around with it for a while? You if anyone should know if you're willing to do the work.

These things have a tendency to end abruptly and that just seems fruitless.
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Re: Death Egg's HD Sprite Project

Postby Sp00kyFox » Mon Apr 08, 2013 10:43 pm

well there is already a result which you can use. and for death egg it's a good base for further manuel editing, but that's probably gonna take considerable more time.
for my part, I'm only gonna fix problems or small sprite errors which occured due to the scaling algorithm. maybe also release upscales for hexen and heretic if there is interest.
otherwise it's finished, check out my post above.
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