Doom sprites HD (8x) version v03 released

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TheMorden
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Re: Doom sprites HD (8x) version v03 released

Post by TheMorden »

iLikeTheUDK wrote:I've been asking myself the EXACT same question.
OK GOOD xD, i thought i was the only one :P
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RaVeN-05
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Re: Doom sprites HD (8x) version v03 released

Post by RaVeN-05 »

Enjay wrote: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?
Images used that mach 1:1 of original sprites, after scaling it up to 2x it makes this edge, seem to be it not recognize alpha channel.
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Blox
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Re: Doom sprites HD (8x) version v03 released

Post by Blox »

iLikeTheUDK wrote:
Blox wrote:hq*x scaling is kind of bad m'kay
You're pretty much repeating what I commented in different words.
iLikeTheUDK wrote:You must understand that vector scaling is a no-go.
Hq*x isn't "vector scaling", it's a pixel interpolator that works by recognizing and recreating certain pixel patterns in a higher resolution. (Which is pretty much how every single pixel-art scaling algorithm works.)

I don't even really know what "vector scaling" is, but what Raven-05 posted there looks more like a sweet edge-directed-interpolation scaler.

@Raven-05: It might be possible to export the alpha channel with imagemagick as a black/white image, scaling that up in whatever you used there, and then applying it as the alpha channel again in imagemagick.
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hfc2x
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Re: Doom sprites HD (8x) version v03 released

Post by hfc2x »

Enjay wrote:I was under the impression that the images still loaded if they were spoilered, they just aren't displayed. Is this incorrect?
Yeah, they are still loaded.
kb1
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Re: Doom sprites HD (8x) version v03 released

Post by kb1 »

thief666, I will pay you to finish these! :D Probably could get some others to join in as well. Please reconsider.
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RaVeN-05
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Re: Doom sprites HD (8x) version v03 released

Post by RaVeN-05 »

thief666, thank you for awesome project, it give me ideas for future.
but what Raven-05 posted there looks more like a sweet edge-directed-interpolation scaler.
Thank you Blox for compliments :wub: its my under development application its test mode much more work needed.
I am improved algorithm and edge detection method, on other side it still makes error placing pixels and edge must be edited especially at curve edges.
warning 2.5 megabytes of data
Spoiler:
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Blox
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Re: Doom sprites HD (8x) version v03 released

Post by Blox »

Interesting, most of it seems workable. (Though the results are best on large, defined sprites.) How would this look scaled up?:
Image
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Kaal979
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Re: Doom sprites HD (8x) version v03 released

Post by Kaal979 »

Blox wrote:Interesting, most of it seems workable. (Though the results are best on large, defined sprites.) How would this look scaled up?:
Looks already Hires imo - what is it btw. - a modified SW minigun? Never seen that one before.
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RaVeN-05
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Re: Doom sprites HD (8x) version v03 released

Post by RaVeN-05 »

Spoiler:
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The Zombie Killer
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Re: Doom sprites HD (8x) version v03 released

Post by The Zombie Killer »

That looks like a really good program you've got there, I'm interested to see what the Cyberdemon looks like when it's scaled up.

-MBF
iLikeTheUDK
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Re: Doom sprites HD (8x) version v03 released

Post by iLikeTheUDK »

Again - Just looks like a low-res picture being painted by hand and still looking blurry. The only details here are paint marks.
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RaVeN-05
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Re: Doom sprites HD (8x) version v03 released

Post by RaVeN-05 »

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The Zombie Killer
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Re: Doom sprites HD (8x) version v03 released

Post by The Zombie Killer »

Is it just me, or when scaled up does the cyberdemon look more clay-like now?

-MBF
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Kaal979
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Re: Doom sprites HD (8x) version v03 released

Post by Kaal979 »

Looked much better with just abit sharping.
iLikeTheUDK
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Re: Doom sprites HD (8x) version v03 released

Post by iLikeTheUDK »

You can still see that it was originally 8-bit color. We need to make them our way. Simply scaling them with HQ*X and that's it is just too lazy for us.

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