Duke4.net Forums: Duke3D HRP: new/updated art assets thread - Duke4.net Forums

Jump to content

  • 163 Pages +
  • « First
  • 161
  • 162
  • 163
  • You cannot start a new topic
  • You cannot reply to this topic

Duke3D HRP: new/updated art assets thread  "Post and discuss new or updated textures/models for the HRP here"

User is offline   Hendricks266 

  • Weaponized Autism

  #4861

View PostNightFright, on 27 September 2025 - 01:31 AM, said:

texture 2462 { pal 0 { file "highres/screen/hud/2462_statusbar_wide.png" orig_sizex 428 orig_sizey 34 artquality } }


This will do for now. But you should remove the artquality token. It is for pixel art, not true color textures, and has nothing to do with widescreen.
0

User is online   NightFright 

  • The Truth is in here

#4862

Will do. I already noticed it doesn't do anything. I also found orig_sizex 428 is really the minimum value for width. Two pixels less and the green background tile becomes visible, at least for the statusbar.

As of now, the only unresolved issue is with the level ending screens and the animated Duke frames not aligning properly. Reducing orig_sizex to 426 for the widescreen backgrounds results in an improvement, but the barrels and spilled ooze still move a bit on the right frame edges.

I am also trying to resize the frames to match the background, but it won't change much. The game is stretching the images automatically, it seems.
0

User is online   Phredreeke 

#4863

My advice would be to downscale the ending frames with Duke animation to standard resolution first, and get those displaying right with xoffsets. Once you've done that, it should be easy to get the full resolution images loaded in place.
0

User is online   NightFright 

  • The Truth is in here

#4864

So far nothing I tried worked. It appears the highres background is cut precisely at the same spots as its lowres counterpart and the frames are inserted at the exact same spot, too. It's about what happens on the right side. My suspicion is it has to do with the way the highres image is stretched when using orig_sizex.

Two ways to try still, as far as I see:

1) So far I've used 1920x1080 as target resolution, but it may be the wrong approach. Since an original size of 428x200 is defined, in this specific case it might be better to only go for multitudes of that - 1712x800 (4x res), possibly? (Fact: The old HD graphics are 1024x768 and alignments are perfect with those.)

2) Reduce original resolution to 320x180 (orig_sizey 180), which is 16:9, and keep the HD replacement at 1920x1080.
0

User is online   Phredreeke 

#4865

Keep the vertical size 200 as that is what the game expects. Don't attempt to "correct" the aspect ratio of the base tile, it doesn't use 1:1 pixel ratio. 428x200 is the correct resolution for 16:9. The tile should look slightly squished, as when displayed it's stretched 20% vertically.
0

User is online   NightFright 

  • The Truth is in here

#4866

Ultimately, I guess the jittering is a side effect users may have to live with. The patches appear exactly where they should, but the background either stretches too much or too little.
0

User is online   Phredreeke 

#4867

If you upload just the end of level assets I can have a look at it. Maybe the tiles that are overlaid needs some padding.
0

User is online   Phredreeke 

#4868

It wasn't not the overlaid tiles that needed padding, it was the tile beneath (3240 and 3245)

The reason? a 428x200 tile (once stretched 20% vertically) doesn't actually have an exact 16:9 aspect ratio, it's just slightly wider. Nothing you would notice by itself, but once you start adding other tiles on top of it, it becomes noticeable.

By padding tiles 3240 and 3245 to 1926 pixels wide instead of 1920, it has the same ratio as the tile it replaces, and tiles 3241-3244 and 3246-3249 will align correctly.

I'm attaching the padded version of 3240 as an example. It was saved with Paint.net so you probably want to use PNGOUT to get better compression

Attached thumbnail(s)

  • Attached Image: 3240_alt_wide.png

1

User is online   NightFright 

  • The Truth is in here

#4869

I realized menu tiles can also be 426x200 instead of 428x200. It only matters for the statusbar, for whatever reason. With 426p width you would still have minimal borders on each side.
0

Share this topic:


  • 163 Pages +
  • « First
  • 161
  • 162
  • 163
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options