Looking fantastic so far guys.
Death Egg's HD Sprite Project
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Kinsie
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
Re: Death Egg's HD Sprite Project
Oh hey, check it out, it's Doom: Mac Edition! 
Looking fantastic so far guys.
Looking fantastic so far guys.
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Death Egg
- Posts: 198
- Joined: Tue Aug 14, 2012 10:16 pm
Re: Death Egg's HD Sprite Project
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...

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.


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.

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Blox
- Posts: 3728
- Joined: Wed Sep 22, 2010 9:35 am
- Location: Apathetic Limbo
Re: Death Egg's HD Sprite Project
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.
But no way in hell would doing the Cyberdemon & Co. work like that without some extreme boredom.
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Death Egg
- Posts: 198
- Joined: Tue Aug 14, 2012 10:16 pm
Re: Death Egg's HD Sprite Project
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:

EDIT:

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darkhaven3
- Posts: 502
- Joined: Mon Jan 05, 2004 5:33 am
- Location: East Germany, 2023
Re: Death Egg's HD Sprite Project
I'd like to contribute some small stuff:


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Blox
- Posts: 3728
- Joined: Wed Sep 22, 2010 9:35 am
- Location: Apathetic Limbo
Re: Death Egg's HD Sprite Project
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
- Spotlight Team
- Posts: 1385
- Joined: Fri May 02, 2008 12:29 pm
- Location: Germany
Re: Death Egg's HD Sprite Project
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.
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
- Posts: 198
- Joined: Tue Aug 14, 2012 10:16 pm
Re: Death Egg's HD Sprite Project
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.
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.
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kb1
- Posts: 64
- Joined: Thu Oct 11, 2012 6:47 pm
Re: Death Egg's HD Sprite Project
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
- Posts: 198
- Joined: Tue Aug 14, 2012 10:16 pm
Re: Death Egg's HD Sprite Project
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:
What I'm wondering is, is this the fastest and more importantly the shortest way to do it? Or is there a better way?
Code: Select all
actor <New Name> : <Old Name> <Object Number>
{
scale 0.5
}
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Blox
- Posts: 3728
- Joined: Wed Sep 22, 2010 9:35 am
- Location: Apathetic Limbo
Re: Death Egg's HD Sprite Project
Have all the sprites have the same name as the originals, and stuff them into the Hires/ folder.
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Death Egg
- Posts: 198
- Joined: Tue Aug 14, 2012 10:16 pm
Re: Death Egg's HD Sprite Project
Ah, thanks!

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.
(Compared to all those photoshop filters everyone else tried resulting in blurry sprites)
EDIT: Not sure about this quite yet:

EDIT2:


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.
EDIT: Not sure about this quite yet:

EDIT2:

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NightFright
- Spotlight Team
- Posts: 1385
- Joined: Fri May 02, 2008 12:29 pm
- Location: Germany
Re: Death Egg's HD Sprite Project
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
- Posts: 3728
- Joined: Wed Sep 22, 2010 9:35 am
- Location: Apathetic Limbo
Re: Death Egg's HD Sprite Project
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
- Posts: 71
- Joined: Tue Mar 19, 2013 9:50 am
Re: Death Egg's HD Sprite Project
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)
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)