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xBRZ filter for Blood

User is offline   MissingNO 

#1

Hi M210,
at first i want to say thank you for your BloodGDX project, I really like this game and your Windows port is absolutely awesome!

I have one request/challenge for you. Can you think about integration of xBRZ filter into your BloodGDX project?
GZDoom can use this filter in OpenGL mode for filtering sprites and textures and it look really amazing.

xBRZ example from GZDoom:
Posted Image
Posted Image

I would be great alternative to trilinear filtering which will not make everything blurry.

GZDoom on SourceForge
https://github.com/coelckers/gzdoom

xBRZ scaler on SourceForge:
https://sourceforge....brz/files/xBRZ/
1

User is offline   m210® 

#2

I think it possible only with shaders, Polymost doesn't support it. I will can make it only when we will have opengl2.0 renderer. (Not soon)
0

User is offline   Devon 

#3

This is a real nice feature to have, sometime in the future i hope it gets added.
0

User is offline   MissingNO 

#4

Okay, I exported all Blood resources and used script to rescale all of them with 4xBRZ, here is the result:

Posted Image

This is first preview, just unzip these files into Blood folder and add "include texture.def" into bloodgdx.def
4xBRZ: https://files.fm/u/jr2gj9vp

I am converting textures with 6xBRZ now. I think there will be problem with cultists colors, I will fix that later.

This post has been edited by MissingNO: 03 October 2017 - 03:40 AM

1

User is online   Phredreeke 

#5

I've done something similar, except I've been using Waifu2x for upscaling. You can get it in this topic if you're interested

You will run into a lot of palette issues. I've given up on any attempts of upscaling the backgrounds for that reason. Cultists have five color variations, spiders have three, gargoyles and pods have two.
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User is offline   J432 

#6

View PostMissingNO, on 03 October 2017 - 03:09 AM, said:

Okay, I exported all Blood resources and used script to rescale all of them with 4xBRZ, here is the result:

Posted Image

This is first preview, just unzip these files into Blood folder and add "include texture.def" into bloodgdx.def
4xBRZ: https://files.fm/u/jr2gj9vp

I am converting textures with 6xBRZ now. I think there will be problem with cultists colors, I will fix that later.


It works fine as a preview and looks nice. Thanks.
0

User is offline   Devon 

#7

View PostMissingNO, on 03 October 2017 - 03:09 AM, said:

Okay, I exported all Blood resources and used script to rescale all of them with 4xBRZ, here is the result:

Posted Image

This is first preview, just unzip these files into Blood folder and add "include texture.def" into bloodgdx.def
4xBRZ: https://files.fm/u/jr2gj9vp

I am converting textures with 6xBRZ now. I think there will be problem with cultists colors, I will fix that later.


Looks pretty nice. but not as clear as the Gzdoom pictures it is blurrier, maybe because of the engine filtering?
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User is offline   MissingNO 

#8

I created higher resolution 6xBRZ pack: https://files.fm/u/qkjxkamw
It can be combined with Phredreeke upscaled sprites

I used some textures and fonts from BloodCM high resolution pack.

Attached File(s)

  • Attached File  blud.jpg (561.06K)
    Number of downloads: 44

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User is offline   J432 

#9

The game sometimes crashes with this pack. Here is the log of one of these crashes in E6M2:

Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeExcepti
on: Couldn't load file: N:/Blood/resized/tile_7.jpg
at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:140)
at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTexture
Data.java:64)
at com.badlogic.gdx.graphics.Texture.load(Texture.java:142)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:133)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:112)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:108)
at ru.m210projects.a.b.b.a(SourceFile:218)
at ru.m210projects.a.b.b.a(SourceFile:3125)
at ru.m210projects.a.t.a(SourceFile:680)
at ru.m210projects.a.t.a(SourceFile:1487)
at ru.m210projects.a.t.a(SourceFile:1735)
at ru.m210projects.a.t.e(SourceFile:1925)
at ru.m210projects.a.t.d(SourceFile:3190)
at ru.m210projects.a.p.a(SourceFile:1101)
at ru.m210projects.Blood.fn.c(SourceFile:996)
at ru.m210projects.Blood.ec.f(SourceFile:1241)
at ru.m210projects.Blood.ec.render(SourceFile:1944)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplic
ation.java:207)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplicati
on.java:114)
Caused by: java.io.IOException: couldn't load pixmap progressive jpeg
at com.badlogic.gdx.graphics.g2d.Gdx2DPixmap.<init>(Gdx2DPixmap.java:57)

at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:138)
... 18 more

This post has been edited by J432: 05 October 2017 - 07:37 AM

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User is offline   m210® 

#10

View PostJ432, on 05 October 2017 - 07:27 AM, said:

couldn't load pixmap progressive jpeg

You are almost answered on your question youself :rolleyes:
Just use normal jpg format
You can resave jpg files in photoshop for example

This post has been edited by M210: 05 October 2017 - 07:47 AM

0

User is offline   Devon 

#11

View PostMissingNO, on 05 October 2017 - 12:36 AM, said:

I created higher resolution 6xBRZ pack: https://files.fm/u/qkjxkamw
It can be combined with Phredreeke upscaled sprites

I used some textures and fonts from BloodCM high resolution pack.



Now that is more like it!

Nice stuff =)

I like the sprites but the textures dont look very nice using the filter i guess.

Could you make a separate pack for just sprites?

This post has been edited by Devon: 05 October 2017 - 08:06 AM

0

User is offline   J432 

#12

View PostM210, on 05 October 2017 - 07:42 AM, said:

You are almost answered on your question youself :rolleyes:
Just use normal jpg format
You can resave jpg files in photoshop for example


Thanks, no crash after resaving.
0

User is offline   MissingNO 

#13

6xBRZ pack V1.1: https://files.fm/u/9x3unjp6
- Repaired crashes
1

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