2x and 4x

[edit] Just tried v2 and I get the same result as you - green pixels and all. No idea why it is doing that. Sorry for the confusion.
Is it possible to make a 3x scaled version? I'm curious about the results.Sp00kyFox wrote:it's of course still Death Egg's project, just wanted to see if I can make a first untouched xBR sprite pack.
I don't have much experience with graphic editing anyway.
yes, I'm working on it right now. the zdoom derivates have the option to replace original sprites with hires ones which are automatically displayed with the right object size.Hyllian wrote:Is it possible to make a 3x scaled version? I'm curious about the results.
I don't think that is really necessary. for one part the internal structure of the sprite won't change too much anyhow and it would be too much workload for the source port. on the other hand cosider that I used the software renderer, with an opengl renderer like gzdoom you can also activate sprite filtering which will get rid of the jaggies just fine.Hyllian wrote:There's another test you can do: pass the result of 3x again through the filter and get a 9x pack with original palette! Probably it'll get rid of jaggies I think.
that would be very helpful indeed.Hyllian wrote:About the problem of the hybrid blending with background, I think I need to think about how to treat the alpha channel in png files. xBR right now doesn't consider the alpha channel in png files.