DOOM hi-res 4x project
- wildweasel
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GZDoom already applies filtering on the fly, technically. And ZDoomGL has the HQ2X filter and such. Really, though, I think it's all just a waste of time and resources. If you want high resolution, you might as well just use models, providing that there are actually any good ones - last I looked, they all looked really dumb, with really low-quality animations and blocky meshes.
- Electronic Samurai
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I always thought this:Enjay wrote:The archviles mouth looked too wide to me. (I think this standee is in the id offices http://www.doomworld.com/sda/id/0.JPG )

was a portrait of an arch-vile's face. This guy's head looks quite different.
Hey, i've just found out how useful the smudge tool is! 
Here is my first try with it on the marine sprite:
Here
It needs some more detailing work on the weapon, and needs the smooth edges cut down, but i think it's not that awful. I didnt use any filters.

Here is my first try with it on the marine sprite:
Here
It needs some more detailing work on the weapon, and needs the smooth edges cut down, but i think it's not that awful. I didnt use any filters.
1. It looks horrible.
2. It, surprisingly, looks even worse than a filter.
Just because you did it manually doesn't make it better.
For the proper way to do this, look at the difference between Wolfenstein 3D for PC and for Macintosh:
http://www1.linkclub.or.jp/~clubey/othe ... cwolf.html
Go down to "2) Different Graphics".
Another good example, except with music, is this scenario:
If you take the original music lumps and convert them to midi, open them in FrootyLoops, add random effects to the instrument channels, and export them to mp3/ogg/etc, it unanimously can't be called a proper high quality music remake/replacement.
On the other hand, listen to the 3DO version of Doom's music. It explains itself.
2. It, surprisingly, looks even worse than a filter.
Just because you did it manually doesn't make it better.
For the proper way to do this, look at the difference between Wolfenstein 3D for PC and for Macintosh:
http://www1.linkclub.or.jp/~clubey/othe ... cwolf.html
Go down to "2) Different Graphics".
Another good example, except with music, is this scenario:
If you take the original music lumps and convert them to midi, open them in FrootyLoops, add random effects to the instrument channels, and export them to mp3/ogg/etc, it unanimously can't be called a proper high quality music remake/replacement.
On the other hand, listen to the 3DO version of Doom's music. It explains itself.
- Tokyo Mew Mew
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- Joined: Sun Nov 09, 2008 3:46 pm
Re: DOOM hi-res 4x project
That big skullface i always looked at as a Mancubus but nope it was in Doom and theres two theories
1 - it was just one of many demon/gargoyle faces in the doom games
2 - ive seen this on another game so perhaps it was a domain picture they used
Enjay, on that image you posted.. its good so we get a better look at the Baron... but seriously i know it was drawn based from a clay model, but what is that grey thing under its chin? its teef? goatie beard? giant ring? i never really knew how to look at the baron but i do know that they were the creepiest... just look at their faces any one remember back in the original doom in the 90's being low on ammo and one of those pops up?
1 - it was just one of many demon/gargoyle faces in the doom games
2 - ive seen this on another game so perhaps it was a domain picture they used
Enjay, on that image you posted.. its good so we get a better look at the Baron... but seriously i know it was drawn based from a clay model, but what is that grey thing under its chin? its teef? goatie beard? giant ring? i never really knew how to look at the baron but i do know that they were the creepiest... just look at their faces any one remember back in the original doom in the 90's being low on ammo and one of those pops up?
- JonayaRiley
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Re: DOOM hi-res 4x project
Whooo! One year old thread with tons of broken links ressurrection!