Death Egg's HD Sprite Project

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
Forum rules
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.
User avatar
Enjay
 
 
Posts: 26571
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Death Egg's HD Sprite Project

Post by Enjay »

Odd. I don't see why it would do that. I don't get that. Mind you, I'm not sure what version of xBR I have. I suspect it is different to yours because the result is quite different - not just the green pixels.

2x and 4x

Image

[edit] Just tried v2 and I get the same result as you - green pixels and all. No idea why it is doing that. Sorry for the confusion.
Last edited by Enjay on Wed Mar 20, 2013 1:19 pm, edited 1 time in total.
User avatar
Blox
Posts: 3728
Joined: Wed Sep 22, 2010 9:35 am
Location: Apathetic Limbo

Re: Death Egg's HD Sprite Project

Post by Blox »

Or you could scale it up twice, one with a cyan background - and one with a black one.
Then you select the cyan:
Image
Copy over the cyberdemon without the cyan background you selected, and paste it over the upscale with a black background:
Image
Use its alpha as a mask for the one on the black background:
Image
And what do we get:
Image

There are some junk black pixels, but that's very easy to correct and edit out. :4
User avatar
Sp00kyFox
Posts: 71
Joined: Tue Mar 19, 2013 9:50 am

Re: Death Egg's HD Sprite Project

Post by Sp00kyFox »

@Enjay
no problem but thanks for your thoughts ;)

@Blox
is that a process we can do automatically? not really in the mood doing that for over thirteen hundred sprites.
User avatar
Blox
Posts: 3728
Joined: Wed Sep 22, 2010 9:35 am
Location: Apathetic Limbo

Re: Death Egg's HD Sprite Project

Post by Blox »

You can just do it on an entire spritesheet and be done with it, and you'd have to edit the sprites slightly anyways due to what this project is. (The cyberdemon is a master at killing this sort of thing.)
User avatar
Sp00kyFox
Posts: 71
Joined: Tue Mar 19, 2013 9:50 am

Re: Death Egg's HD Sprite Project

Post by Sp00kyFox »

it's of course still Death Egg's project, just wanted to see if I can make a first untouched xBR sprite pack.
I don't have much experience with graphic editing anyway.
Hyllian
Posts: 15
Joined: Tue Mar 19, 2013 1:43 pm
Location: Brazil

Re: Death Egg's HD Sprite Project

Post by Hyllian »

Sp00kyFox wrote:it's of course still Death Egg's project, just wanted to see if I can make a first untouched xBR sprite pack.
I don't have much experience with graphic editing anyway.
Is it possible to make a 3x scaled version? I'm curious about the results.
User avatar
Sp00kyFox
Posts: 71
Joined: Tue Mar 19, 2013 9:50 am

Re: Death Egg's HD Sprite Project

Post by Sp00kyFox »

Hyllian wrote:Is it possible to make a 3x scaled version? I'm curious about the results.
yes, I'm working on it right now. the zdoom derivates have the option to replace original sprites with hires ones which are automatically displayed with the right object size.
User avatar
Death Egg
Posts: 198
Joined: Tue Aug 14, 2012 10:16 pm

Re: Death Egg's HD Sprite Project

Post by Death Egg »

Yeah, I'm currently making one with just the 2x Cyberdemon unedited and the items that got sent to me, but I'd like to see the results of that too. If it's alright, could I potentially use it as a base?
User avatar
Sp00kyFox
Posts: 71
Joined: Tue Mar 19, 2013 9:50 am

Re: Death Egg's HD Sprite Project

Post by Sp00kyFox »

ok, I'm finished. unfortunately I couldn't use the graphics from the sprite fixed project, since there were some discrepancies between file names. I don't know, couldn't figure it out on time.
well, let's start with some screenshots:

ImageImageImageImageImageImage

and the download link:
http://dfiles.eu/files/w6jrhil1z
Hyllian
Posts: 15
Joined: Tue Mar 19, 2013 1:43 pm
Location: Brazil

Re: Death Egg's HD Sprite Project

Post by Hyllian »

I like it, though I think the hybrid would be better.
User avatar
Sp00kyFox
Posts: 71
Joined: Tue Mar 19, 2013 9:50 am

Re: Death Egg's HD Sprite Project

Post by Sp00kyFox »

yeah, I think it would fit better to dooms art style. btw I looked into the cg shader of the hybrid variant, it looks kinda complex.
just wanna ask if a theoretical 3xBRh version would be similar to 3xBR in the sense that it doesn't blend pixels.

well maybe someone (graphic guru anywhere?) can figure out a fast and easy way to fix those pixels.
Hyllian
Posts: 15
Joined: Tue Mar 19, 2013 1:43 pm
Location: Brazil

Re: Death Egg's HD Sprite Project

Post by Hyllian »

For the hybrid, I can't make it without blending pixels. That's because the ReverseAA algorithm portion needs to create intermediate colors to work properly. It's necessary to give depth to textures.

There's another test you can do: pass the result of 3x again through the filter and get a 9x pack with original palette! Probably it'll get rid of jaggies I think.

About the problem of the hybrid blending with background, I think I need to think about how to treat the alpha channel in png files. xBR right now doesn't consider the alpha channel in png files.
User avatar
Sp00kyFox
Posts: 71
Joined: Tue Mar 19, 2013 9:50 am

Re: Death Egg's HD Sprite Project

Post by Sp00kyFox »

yeah I thought so about the hybrid variant, but thanks for clarifying.
Hyllian wrote:There's another test you can do: pass the result of 3x again through the filter and get a 9x pack with original palette! Probably it'll get rid of jaggies I think.
I don't think that is really necessary. for one part the internal structure of the sprite won't change too much anyhow and it would be too much workload for the source port. on the other hand cosider that I used the software renderer, with an opengl renderer like gzdoom you can also activate sprite filtering which will get rid of the jaggies just fine.
Hyllian wrote:About the problem of the hybrid blending with background, I think I need to think about how to treat the alpha channel in png files. xBR right now doesn't consider the alpha channel in png files.
that would be very helpful indeed.
User avatar
Death Egg
Posts: 198
Joined: Tue Aug 14, 2012 10:16 pm

Re: Death Egg's HD Sprite Project

Post by Death Egg »

Man, 3x looks a hell of a lot better in-game than 2x. The only issue is that this would only increase how much work would have to be done, especially in relation to the monsters... but it's so much more convincing than 2x. Maybe the items could be done in 3x, and the monsters in 2x... but would that clash too much with the other sprites?

EDIT: I got permission from doomjedi to use his HD sprites, and also have begun working to upgrade them to 3x:

Image
User avatar
Sp00kyFox
Posts: 71
Joined: Tue Mar 19, 2013 9:50 am

Re: Death Egg's HD Sprite Project

Post by Sp00kyFox »

hey hillian,
just wanted to ask if you're still looking into it. I guess an interpolated pixel of the result image is a weighted sum of colors of the original in your algorithm.
can't you just check if one of the components is transparent and then set the result to transparent?
the other idea would be to remove the transparent term in the sum and rescale the weights so that it only consists of non-transparent colors.

Return to “Graphic/Audio Patches”