[BLOOD] New sprites (Update 11.2.22)

Marcelus
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[BLOOD] New sprites (Update 11.2.22)

Post by Marcelus »

I'm not a big voxel fan and I like sprites. I'm working on new , not upscaled sprites that replace voxels.
These sprites do not even contain the current nice upscaled pack from Phredreeke.

viewtopic.php?f=354&t=67251

They are not 1:1, but I tried to make them close to the original.
I want to make all the tombstones and TNT barrel.
The first version will be ready in about a week.




DOWNLOADS

TOMBSTONES

Simply put zip file in "blood" folder in Raze and turn Off voxels in options.
If you do not know how install Blood for Raze go here

viewtopic.php?f=347&t=71962

DOWNLOAD

https://drive.google.com/file/d/13SUywe ... sp=sharing

LAMP JOJO poster and standard Barrel

Only sprites. Not zip file

https://drive.google.com/file/d/1FBLr56 ... sp=sharing
tile0925.png
Last edited by Marcelus on Fri Feb 11, 2022 2:53 pm, edited 14 times in total.
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Phredreeke
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Re: [BLOOD] New sprites (WIP)

Post by Phredreeke »

Mitch will be happy to see this. The tombstones are something I overlooked when making my upscale pack.

Would it be alright if I used these for the next version of the upscale pack when you're done?
Marcelus
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Re: [BLOOD] New sprites (WIP)

Post by Marcelus »

Phredreeke wrote:
Would it be alright if I used these for the next version of the upscale pack when you're done?
Of course . I like your pack and these sprites nice fit with upscaled sprites.
Marcelus
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Re: [BLOOD] New sprites (WIP)

Post by Marcelus »

Another is done I think. Maybe highlights will be reduced but other is final.



Attachments
tile0678.png
tile0678.png (106.26 KiB) Viewed 7705 times
Last edited by Marcelus on Sun Dec 26, 2021 12:00 pm, edited 1 time in total.
Marcelus
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Re: [BLOOD] New sprites (WIP)

Post by Marcelus »

more



Marcelus
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Re: [BLOOD] New sprites (WIP)

Post by Marcelus »

First Six tombstones are done

Download from first post.



Marcelus
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Re: [BLOOD] New sprites (Update 27.12 Ver.1 for Download)

Post by Marcelus »

TNT barrel

Original


New
Marcelus
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Re: [BLOOD] New sprites (Update 27.12 Ver.1 for Download)

Post by Marcelus »

Barrel is done
tile0907.png
tile0907.png (114.2 KiB) Viewed 7398 times
here is download link if someone want it

https://drive.google.com/file/d/1zVtCsg ... sp=sharing

little comparison



1. original
2. voxel.
3. mine
4. Phredreeke upscaled pack
https://www.moddb.com/mods/blood-upscale-pack
5. Necrobitz HD pack
https://www.moddb.com/mods/blood-xhd
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Phredreeke
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Re: [BLOOD] New sprites (Update 27.12 Ver.1 for Download)

Post by Phredreeke »

I took the opportunity to downscale + palettise the sprites you've posted in this thread.

[imgur]https://i.imgur.com/uxtGaDR[/imgur]

No opacity masks yet. The HP Lovecraft engraving on the tombstone gets completely lost, otherwise they're fine I think.

Thanks for your contributions
Marcelus
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Re: [BLOOD] New sprites (Update 27.12 Ver.1 for Download)

Post by Marcelus »

Phredreeke wrote:I took the opportunity to downscale + palettise the sprites you've posted in this thread.


No opacity masks yet. The HP Lovecraft engraving on the tombstone gets completely lost, otherwise they're fine I think.

Thanks for your contributions
Nice, looks fine. On original sprite also do not see nothing :) . How you palettise ? I try posterize or convert to 8 bit colors but still do not look how sprites from your pack.
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Phredreeke
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Re: [BLOOD] New sprites (Update 27.12 Ver.1 for Download)

Post by Phredreeke »

In this case, I ran a PSP script that adds some noise prior to downscaling and palettising (applying Blood's palette in PSP)

However, I've made a custom repalettisation script using Imagemagick which I ran it through afterwards. It works by dividing the upscale image and source image into lots of small tiles, and palettising the upscale tile using the colors in respective source tile (it's a bit more advanced than that but that's the short explanation)
Marcelus
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Re: [BLOOD] New sprites (Update 27.12 Ver.1 for Download)

Post by Marcelus »

Phredreeke wrote:In this case, I ran a PSP script that adds some noise prior to downscaling and palettising (applying Blood's palette in PSP)

However, I've made a custom repalettisation script using Imagemagick which I ran it through afterwards. It works by dividing the upscale image and source image into lots of small tiles, and palettising the upscale tile using the colors in respective source tile (it's a bit more advanced than that but that's the short explanation)
yes this is see your packs are not only simple upscale . I am slowly work for pack for Doom 64. For upscale I use G-mic plugin with DCCI2x upscale method and after manually finished

viewtopic.php?f=46&t=71914

I try some blood textures with palettise. This is fine method. In D64 not work good(I do not have good palette) but in blood with blood palette is fine. Is only quick try but result is not bad i think.Photo is with 400% zoom on original and upscale with 200%. Upscaled is 2x.

original


upscale, little manually fixed and palettise


also jojo poster I tryed. After upscale are distort black letters too much (also in your pack). Letters are "new"

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Phredreeke
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Re: [BLOOD] New sprites (Update 27.12 Ver.1 for Download)

Post by Phredreeke »

Nice seeing you remake the letters in the JO-JO poster. It didn't look particularly good in the upscale.

Off-topic but Doom 64 doesn't have a set global palette, each sprite or texture has it's own palette. You can use Imagemagick to apply the palette using the unscaled image as source.

The problem with Blood is how the palette swaps work in that two very similar colors could map to very different results. Sometimes it doesn't matter because those palswaps aren't commonly used. But in case of the cultists for example, you have one shade of brown for the robes, another for the belt and a third one for the cultist's skin.
Marcelus
Posts: 280
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Re: [BLOOD] New sprites (Update 27.12 Ver.1 for Download)

Post by Marcelus »

Phredreeke wrote:Nice seeing you remake the letters in the JO-JO poster. It didn't look particularly good in the upscale.

Off-topic but Doom 64 doesn't have a set global palette, each sprite or texture has it's own palette. You can use Imagemagick to apply the palette using the unscaled image as source.

The problem with Blood is how the palette swaps work in that two very similar colors could map to very different results. Sometimes it doesn't matter because those palswaps aren't commonly used. But in case of the cultists for example, you have one shade of brown for the robes, another for the belt and a third one for the cultist's skin.
I tried to make own palette for d64 sprites but with not much good result. Now I working for new lamp for Blood. Original sprite is crazy small. Only 15x75 px and do not look much good after upscale. Is not finished yet but palettise must you i think :)
lamp.png


Last edited by Marcelus on Thu Jan 06, 2022 3:24 pm, edited 1 time in total.
Marcelus
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Location: Slovakia

Re: [BLOOD] New sprites (Update 27.12 Ver.1 for Download)

Post by Marcelus »

Lamp is done

DOWNLOAD

Download contains also JOJO poster

(edit 7.1.22)
little changes on lamp and better smooth edges for HD version. Now is 100% finished

Download from first post

comparison
original
new-HD
new-Indexed with blood palette but this is only test.
lamp_comparison.png
Last edited by Marcelus on Fri Jan 07, 2022 2:55 am, edited 6 times in total.
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