D2 Mod Player wrote:@GamerWarrior: Thanks, I appreciate the encouragement. So far I found out tonight that the best is to render the graphics at the resolution I need for proper filter usage, then downscale them for the game engine. It's not perfect, but it works!
@Kinsie: I think you are referring to things like this:
That's very poor quality. There may have been a source port that did this in the past but I don't remember where. I did this in the past, it's great for Wolf 3D TC's using the Wolf 3D engine specifically, because that's the only option for enhancement besides using the source port with 1024x768 texture support.
The GzDoom filters are good but very very poor compared to doing them prerendered. No matter which filter you select, there's deep pixelization when near objects and it appears there is no filter whatsoever, it is no substitute. Additionally, even at optimal distances, there's a great deal of sprite distortion and inconsistency at best. I extensively tested them recently to be sure, after I bought a new graphics card and my rig could actually handle them. Even my worst filtering effort is better than realtime texture filters. I prefer to leave these off.
Thanks for your advice, maybe I'll make an account if I make my own thread for screenshots.
Floor texture, could be replaced, best I could find 6 months ago. Finding a good cobblestone texture is rough. The focus on the mod is to enhance what's there, not to re-engineer everything like I used to do when I was learning graphics and how to do them at all.
im gl;ad you found the thing your looking for rendering the graphics. congrats, i look forward playing it soon.