Witchaven Upscale Pack
#1 Posted 10 March 2019 - 10:46 AM
There are no palswaps, so all enemies will appear using their base colors.
https://files.fm/f/upt9x8jh
#2 Posted 10 March 2019 - 04:26 PM
Phredreeke, on 10 March 2019 - 10:46 AM, said:
There are no palswaps, so all enemies will appear using their base colors.
https://files.fm/f/upt9x8jh
Whoops! You upscaled the unused enemy xD
Good job!
#3 Posted 10 March 2019 - 04:40 PM
#4 Posted 12 March 2019 - 01:32 AM
Phredreeke, on 10 March 2019 - 04:40 PM, said:
Fair enough, it takes some guts to stand this one (and its bugs)
#5 Posted 12 March 2019 - 02:46 AM
#6 Posted 12 March 2019 - 04:13 AM
#7 Posted 12 March 2019 - 11:49 PM
very nice, as always
why u haven't done a doom enemy sprite upscale project? there is no skilled project for brutaldoom done yet only shitty 3d models
This post has been edited by skitey: 12 March 2019 - 11:57 PM
#8 Posted 13 March 2019 - 01:58 AM
Tea Monster, on 12 March 2019 - 02:46 AM, said:
Yep, specially the wall textures, they really need an IA upscale. What a pixellated mess... But the game already ran like ass with 4mb of ram back in the day, so I guess sacrifices had to be made.
#9 Posted 13 March 2019 - 08:52 AM
whaven-280-sidebyside.png (65.1K)
Number of downloads: 51
#10 Posted 29 March 2019 - 08:00 AM
Can someone more familiar with the game tell me what other enemies have different color variations?
tile0917.png (12.09K)
Number of downloads: 18
#11 Posted 30 March 2019 - 07:10 AM
Phredreeke, on 29 March 2019 - 08:00 AM, said:
Can someone more familiar with the game tell me what other enemies have different color variations?
tile0917.png
Here you can find the monsters with palette swaps pictured.
http://dukertcm.com/.../witchaven.html
The "Desert goblin" uses a pink-ish palette swap. The Green Ogre does not appear in the whole game, so don't bother with it. The Midian warriors also come with blue and purple cloak palette swaps.
This post has been edited by pagb666: 30 March 2019 - 07:11 AM
#12 Posted 30 March 2019 - 08:30 AM
The colors look a bit off compared to my attempts at extracting and reassembling palettes - note the ogre's tusks.
redogre.png (23.1K)
Number of downloads: 3
Can you tell me which one of these better matches the desert goblin?
tile0952.png (11.83K)
Number of downloads: 6 tile0954.png (11.39K)
Number of downloads: 10
#13 Posted 31 March 2019 - 04:05 AM
Phredreeke, on 30 March 2019 - 08:30 AM, said:
I'd say it is somewhere in between the two. Check 3:05 here:
This post has been edited by pagb666: 31 March 2019 - 04:05 AM
#14 Posted 31 March 2019 - 05:57 AM
Attached File(s)
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scr-map4-0005.png (707.76K)
Number of downloads: 26
#15 Posted 10 April 2019 - 03:02 PM
Attached File(s)
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tile2572-sidebyside.png (28.51K)
Number of downloads: 32
#16 Posted 14 April 2019 - 05:20 AM
Phredreeke, on 10 April 2019 - 03:02 PM, said:
This reminded me of how many paperdoll clothes sprites in Daggerfall have a similar issue. The default colour is blue, but its darkest shade is almost indistinguishable from the darkest shade of greenish-blue in DF's palette, probably even less so on old CRTs, so these two would get mixed up pretty often.
#17 Posted 14 April 2019 - 06:51 AM
witchaven palette.png (5.01K)
Number of downloads: 10
I'm not gonna try to make this "PLU compatible", I'll just process a separate series of images for this palette swap
#18 Posted 14 April 2019 - 07:56 AM
I put both the .zip and the folder aswell in autoload.
But it does not seem to load.
Im using the latest 1.01 of buildgdx.
I got alot of addon in autoload for blood and it works fine.
#20 Posted 15 April 2019 - 01:48 AM
Phredreeke, on 14 April 2019 - 08:20 AM, said:
It is
Btw did you solve the palette swap on monsters?
#21 Posted 15 April 2019 - 02:02 AM
Check the video setup in game and ensure True Color Textures is turned on.
#22 Posted 16 April 2019 - 03:48 PM
scr-map2-0000.png (1.14MB)
Number of downloads: 65
scr-map2-0001.png (998.45K)
Number of downloads: 54
#23 Posted 24 May 2019 - 06:04 AM
Palswaps have been added for enemies, and a lot of pickups and level decorations have been added as well. No wall/floor/ceiling textures due to palswap issues
https://files.fm/f/9rhs8st6
#24 Posted 30 May 2019 - 03:03 PM
Every upscale pack is a work of art.
Thanks again.
#25 Posted 08 July 2019 - 06:58 AM
Phredreeke, on 14 April 2019 - 06:51 AM, said:
Or so I thought...
Left: original sprite (obviously)
Middle: New version
Right: Old version for comparison
#26 Posted 10 March 2020 - 02:37 PM
Here's the new version. It has enemies, background tiles, a lot of decorative sprites and pickups and palswaps for nearly everything. There's even a bit of future proofing for when M210 adds Witchaven 2 support.
Note that you will need to copy the ZIP files found inside the download to the BuildGDX autoload directory. This to make it easier to select which set of upscales you want. Only use the files for the game you're playing.
https://www.moddb.co...pscale-pack-210
#27 Posted 11 March 2020 - 10:02 AM
#28 Posted 11 March 2020 - 10:33 AM
The Witchaven art is an abomination and actually looks better the more pixelated it is.
And if Tea Monster is wanting less pixels, then:
1. The artwork is pretty damn substandard to start with.
2. It's The End Times.