Doom sprites HD (8x) version v03 released
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Re: Doom sprites HD (8x) version v03 released
Not so impressive. It just made everything have round edges (even the things which need to have angular edges!). And they all still look blurry. VERY blurry. We need to enhance the detail manually.
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Re: Doom sprites HD (8x) version v03 released
While blurry, I must admit that the sprites are becoming image quality.
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Re: Doom sprites HD (8x) version v03 released
What do you mean, becoming image quality?
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Re: Doom sprites HD (8x) version v03 released
@ the very least, the sprites are distinctly recognizable from its pixelated counterpart. I guess there won't be blurs up front in the future.
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Re: DOOM64 Replacers n Stuff
The point of this post being...Kaal979 wrote:These files are different from the old D64 wads and allow
direct replacing of original Doom2 monsters (but also weapons).
Also included are all stuffs like maps or textures.
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Re: Doom sprites HD (8x) version v03 released
whats with everyone talking about doom 64
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Re: Doom sprites HD (8x) version v03 released
I've been asking myself the EXACT same question.
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Re: Doom sprites HD (8x) version v03 released
Because someone saw fit to spam about someone's Doom 64 project for no reason whatsoever. Hey, Kaal979, in the future, maybe don't do that, please?
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Re: Doom sprites HD (8x) version v03 released
How about this 2x scaling method?
Spoiler: GIGANTIC IMAGES spoilered for bandwidth sanity. -mgmt
Last edited by wildweasel on Wed Oct 10, 2012 10:23 am, edited 1 time in total.
Reason: PLEASE use spoilers to contain large images!
Reason: PLEASE use spoilers to contain large images!
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Re: Doom sprites HD (8x) version v03 released
Nice, but not that detailed. You must understand that vector scaling is a no-go, at least as final results. It might be possible to use vector-scaled sprites as base, and then paint details onto them. But simply slapping vector scaling onto it and calling it HD sprites doesn't make it HD - It just makes it look...weird. It actually distorts it a bit.
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Re: Doom sprites HD (8x) version v03 released
Not to mention, GZDoom et al can actually do this in real-time, natively, by turning on the HQ2X/3X/4X scalers in OpenGL options. There's no point in doing it "manually" without touch-ups.iLikeTheUDK wrote:But simply slapping vector scaling onto it and calling it HD sprites doesn't make it HD - It just makes it look...weird. It actually distorts it a bit.
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Re: Doom sprites HD (8x) version v03 released
HQ*X scaling can slow the game down in a way that resized sprites wouldn't but, agreed, this type of resizing really doesn't give much in the way of quality improvements (though it's not bad - I've certainly seen worse) and it doesn't really seem to be consistent with the aims of this project.
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Re: Doom sprites HD (8x) version v03 released
You guys are really overestimating how good hq*x scaling is. It would likely blur the hell out of the sprites, and have plenty of very sharp artifact-looking edges.
Also that big tree looks really good.
Also that big tree looks really good.
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Re: Doom sprites HD (8x) version v03 released
You're pretty much repeating what I commented in different words.Blox wrote:You guys are really overestimating how good hq*x scaling is. It would likely blur the hell out of the sprites, and have plenty of very sharp artifact-looking edges.
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Re: Doom sprites HD (8x) version v03 released
There is something odd about these images. If you zoom right in to the edges of any of the sprites you can see a border around each one that is a compromise between the colour of the sprite and the white background. Has the image host resized them or something?

As an aside...

As an aside...
I was under the impression that the images still loaded if they were spoilered, they just aren't displayed. Is this incorrect?The management wrote:GIGANTIC IMAGES spoilered for bandwidth sanity. -mgmt