Sp00kyFox wrote:@Max Dickings
you sure you used the xBR-filter? doesn't look so on the screenshots you posted (probably the problem you mentioned) and judging from you sprite example (which indeed looks like xBR), you didn't used the batch script I posted. the blocky head is an issue caused by the sprite touching the border of the image, which leads to a wrong edge detection. you have to enlarge the pictures boundaries to prevent this from happening and afterwards cut if off again.
Max Dickings wrote:Yes, I waited until v19 came out to modify them.
Specifically, I altered -everything- in "DECORATION, FATALITY, GORE, MONSTERFATALITY, MONSTERS" and some parts of "PLAYER"
(Also added in the "Brutal Doom Addon" that was buried in the thread, way cooler subtle gory changes)
Original Version, upscaled
"Brutal Doom Addon," upscaled
what brutal doom addon is the one with the imp? I like it
no problem max. the whole brutal doom package is kinda confusing. there are normal pngs and lmp files and also some which have the same filename but are actually different. check out the two "PUP2B0" and "PUNSA0" files in SPRITES\WEAPONS, are they even used by BD or is it a mistake by mark? on top of this there are a few files with continous transparency. it's really a bit of a mess to convert'em all. the good news is that I reworked my batch file for this purpose, so it's only a matter of time consuming stupid work.
btw yeah, to extract the png files from the archive is actually the best way. I found out that slade rarely screws up the transperancy in png files if you use the "export as png" option.
yeah I know that you're a big fan of the mod ^^
but I feel this thread is enough, don't wanna create seperate threads for every package. but I'll change the thread title to reflect the new pack and probably gonna add another screenshot.
any suggestion which sprite is suitable for representing brutal doom? probably a fatality one, what do you think?
Enjay wrote:I am using the latest dev version. It does do the export but then it crashes afterwards. So, it's not that big a deal. I quickly ran the textures through the filter and it works pretty well actually. The effect is more subtle than how it appears with the sprites IMO.
Yeah, I know that resizing the image probably defeats some of the purpose of showing it.
BTW, Slade also crashes with me when I pick a sound font so I can't use it to listen to midis. From memory, the last non-dev version could accept a sound font so I could use that, but then I'd be missing out on other features. It's a minor inconvenience. I think I'm right in saying that Slade uses fluidsynth. ZDoom auto-uses my sound card's built-in sound font when I set fluidsynth as the output. No idea why Slade doesn't. Still, I don't suppose I'm comparing like for like there.
i really love the way this looks, is there any chance of this coming to zdoom or gzdoom?
linear filter makes my game look like im playing it without glasses on.
ad it looks a little early internet flash cartoon website on the sprtes alone for me to give this a download.
got it, love it. it actually makes the people pop and look a lot smoother than i thought it would.
God dammit. Know any good upload sites then? Cause I don't.
Otherwise you can pm me your email address.
MediaFire. It's an excellent hosting service.
EDIT; I forgot to tell about this mod; Awesome work. I don't think it's pretty needed in OpenGL users, just use HQ4X and the sprites will look absolutely the same. But, for software, or underpowered OpenGL users, i highly recommend this Sprite Pack. A few sprites look weird, i will put clean versions of them soon (I just need to find time...)