Death Egg's HD Sprite Project

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Kinsie
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Re: Death Egg's HD Sprite Project

Post by Kinsie »

Oh hey, check it out, it's Doom: Mac Edition! :P

Looking fantastic so far guys.
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Death Egg
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Re: Death Egg's HD Sprite Project

Post by Death Egg »

So, in the process of converting the sprites so far I've been using a program to upscale the sprites for me, then editing the sprites to look better. Someone on the Doomworld forums has informed me of a much better sprite upscaling program however, so this will likely speed up the process quite a bit...

Image

Original sprite/RotSprite (What I was using)/xBR (what I'm using now)

EDIT: I just came across Blox's attempt at the Cyberdemon. That's a lot more impressive than what I've gotten done so far. (Even if it varies a tiny bit from the original)

EDIT2: Did some cleaning up, arm cannon could probably use a bit more work.

Image
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Blox
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Re: Death Egg's HD Sprite Project

Post by Blox »

While xBR does look better, I'd say it'd be best if they were mixed and matched, because the final RotSprite output looks quite nice on the imp after all the shiznit.
But no way in hell would doing the Cyberdemon & Co. work like that without some extreme boredom.
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Death Egg
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Re: Death Egg's HD Sprite Project

Post by Death Egg »

Yeah, I will say that RotSprite's results for the Imp look a lot better, and in general are easier to work with. I'll have to see how it works with Arachnotrons and Pain Elementals and such when I get to them, I have a feeling what works well with one large monster won't work well with another depending on how they're detailed. I could see Mancubi working better with xBR and Revenants working better under RotSprite.

EDIT:
Image
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darkhaven3
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Re: Death Egg's HD Sprite Project

Post by darkhaven3 »

I'd like to contribute some small stuff:

Image
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Blox
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Re: Death Egg's HD Sprite Project

Post by Blox »

I think for that we could actually just steal DoomJedi's stuff from the ST_Hires pack, which I still have BUT WHICH I CONTINUOUSLY FORGET TO UPLOAD ASDSFS.
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NightFright
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Re: Death Egg's HD Sprite Project

Post by NightFright »

Here is my 2x sprite pack which I use for my personal GZDoom sessions. It is based on the Skulltag pack, but over the years I edited a lot of stuff, also adding some things. For example, the keycards had terrible green tints, removed them. Pixel errors on the Megasphere fixed, Invisibility Sphere completed (the first frames are a rough guess, I glued them together from the custom Invis Sphere sprites that came with Skulltag), Automap (also not 100% accurate, but at least it's there), heavily edited Berserk Pack which looks much more like the original, Light Amplification Visor and more or less poor attempts to add the small medkit and Radiation Suit.

2x Sprite Collection (286 KB)

Feel free to use whatever you need, but keep in mind that most of it is not my work, and I also didn't have the time to add a disclaimer to determine who made what (I wouldn't know, anyway). Not all sprites are exactly looking like the originals, some have added details. You can figure it out. BTW, this file can be used as-is to be run with ZDoom or GZDoom (you can rename the ending to .pk3, but you don't have to).

It would be great to have a complete 2x res sprite pack at some point, with all items and monsters.
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Death Egg
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Re: Death Egg's HD Sprite Project

Post by Death Egg »

While I'd say a few of the sprites may need a bit more work to look a bit better in HD or match the originals a tiny bit more, those would speed up the item work by quite a lot. Thanks!

I should also note that I'm going to be including the changes to the sprites that were done in Revenant100's Minor Sprite Fixing Project. This mostly just applies to the monsters though, not items.
kb1
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Re: Death Egg's HD Sprite Project

Post by kb1 »

This looks quite promising as-is, and could also serve as a nice base to more detailed edits in the fuiture. Good luck!
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Death Egg
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Re: Death Egg's HD Sprite Project

Post by Death Egg »

Question; to make the spirtes work in HD, I have the sprites in a wad file (which'll likely become a pk3 file when there's way more sprites than I currently have made) and have a DECORATE file with the following for every actor:

Code: Select all

actor <New Name> : <Old Name> <Object Number>
{
  scale 0.5
}
What I'm wondering is, is this the fastest and more importantly the shortest way to do it? Or is there a better way?
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Blox
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Re: Death Egg's HD Sprite Project

Post by Blox »

Have all the sprites have the same name as the originals, and stuff them into the Hires/ folder.
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Death Egg
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Re: Death Egg's HD Sprite Project

Post by Death Egg »

Ah, thanks!

Image

You know, I bet if the results weren't so good looking, I'd be getting more flak for just putting the Cyberdemon sprites through a filter and calling them almost complete. :P (Compared to all those photoshop filters everyone else tried resulting in blurry sprites)

EDIT: Not sure about this quite yet:

Image

EDIT2:

Image
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NightFright
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Re: Death Egg's HD Sprite Project

Post by NightFright »

The pack I have uploaded actually shows you how it works. You can even have subdirs within the "hires" folder, the game will still find everything and you can keep some internal order, separating item and monster sprites for example (if you like).
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Blox
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Re: Death Egg's HD Sprite Project

Post by Blox »

Also, just as a side note - you might want to keep the OP updated. (I was editing an outdated version of the sprites. asdfasdrs)
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Sp00kyFox
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Re: Death Egg's HD Sprite Project

Post by Sp00kyFox »

Hi Death Egg,

I registered now at byuus message board to contact Hyllian, still waiting for the account activation.
maybe someone can help there with using cg shaders for image file scaling.

the original xbr algorithm is better than hqNx but still has problems with digitized sprites.
and many of the doom ones are based on actual models which id created during the art design of the game.

maybe someone here could help scaling all the sprites with the new improved filter version.
if someone wanna take a shot, here is the link to the thread and the shader:

http://board.byuu.org/viewtopic.php?f=10&t=2248 (from page 11 on is the new xbr-hybrid shader)
https://github.com/libretro/common-shad ... xBR-Hybrid (v4 or v4b)

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