High Resolution Pack discussion and contributions
#301 Posted 25 September 2018 - 04:31 PM
I had to mimic the alignment in photoshop and drew from there. As far as I know, there need some clean ups to do but it worked so far.
+ I also realized... BloodGDX.jar itself is a package executable file. hahaha So I managed to implement all images I've created. I'll release the update when it's cleaned up.
This post has been edited by Xross: 25 September 2018 - 04:55 PM
#302 Posted 26 September 2018 - 10:48 AM
Xross, on 25 September 2018 - 04:31 PM, said:
I had to mimic the alignment in photoshop and drew from there. As far as I know, there need some clean ups to do but it worked so far.
+ I also realized... BloodGDX.jar itself is a package executable file. hahaha So I managed to implement all images I've created. I'll release the update when it's cleaned up.
nice work xross, looks great
#303 Posted 26 September 2018 - 02:05 PM
- Extracted the zip file into new folder.
- Opened all *.def files in Notepad, except I removed the bloodgdx.def
- Copy and paste all text in all def files into one def file and save it. (In my case, I saved it as "textures.def")
- Remove all def except the *.def file you have saved.
- Compress all the folder content into textures.zip (Do not compress the folder itself. The name must be same as the def file.)
- Move the zip file into autoload folder.
That pretty much made the package working again.
I will be providing my own optional def file with the update if you are planning to use with it. (I only made my own health and ammo numbers using same typeface from the menu.)
It blends nicely with my work in progress.
#304 Posted 26 September 2018 - 03:08 PM
I can send some unused stuff I've had on my harddrive if you want, see if it's useful to what you're doing,
#305 Posted 30 September 2018 - 04:20 AM
It's only since KuriKai on the Doom modelling project decided to take up animation (and found out that he's fairly good at it) that I have also concentrated on this. I could always just get the animations I needed done in far less time than it took to research how to import the animation files into Blender and link them up with the skeleton. Also, I don't know if there are enough different existing animation files online that would look good with the models in Doom/EDuke.
I had a Kinect in the house for ages, but British houses (read: 'shoeboxes') aren't made for setting up an ad-hoc mocap studio in a corner of the living room.
#306 Posted 12 October 2018 - 06:45 PM
You can download from this link: https://files.fm/f/9gcgatdg
To install, just extract the zip file into autoload folder.
There are some optional stuff I included in zip file, such as: darker blood, brighter gun flashes, and high resolution fonts.
This module changes these from the original UI:
Loading screens are in all 3 different ratios 4:3, 16:9, 21:9
Menu is upscaled (the file includes the high resolution font, just in case you do not have one), including blood dripping in the menu.
3rd status bar UI mode is now unobtrusive.
Your feedbacks are welcome!
This post has been edited by Xross: 12 October 2018 - 06:53 PM
#307 Posted 12 October 2018 - 10:53 PM
#308 Posted 13 October 2018 - 06:30 AM
#309 Posted 13 October 2018 - 06:51 AM
If the background pack is to be integrated then it needs some heavy curation IMO (a lot of palette variations are redundant)
I may also opt to scale certain textures so their vertical resolution is a power of 2 such as the grandfather clock.
#310 Posted 13 October 2018 - 01:39 PM
Phredreeke, on 13 October 2018 - 06:51 AM, said:
If the background pack is to be integrated then it needs some heavy curation IMO (a lot of palette variations are redundant)
I may also opt to scale certain textures so their vertical resolution is a power of 2 such as the grandfather clock.
Oops, I should've asked you if you are okay with me to use your font module into my pack. But thank you for letting me include your content in my pack!
I just wanna make my work to be included as default in the future version of BloodGDX, the HD font should be a default as well.
If there is anything I've missed, I will address them if need be.
This post has been edited by Xross: 13 October 2018 - 01:40 PM
#311 Posted 15 October 2018 - 12:30 PM
1. Extract hud.zip into the new folder (Creating separate folder should save yourself from file cluttering.)
2. Open "hud" folder where you have extracted the zip compression. ("hud" folder contains texture files.)
3. Rename tile2201b.png and tile2173b.png into tile2201.png and tile2173.png (Make sure you delete existing files that has same name first or it won't save.)
4. Return to the folder where hud.def exists.
5. Highlight hud.def and hud folder, then create new zip file. Your new zip file must have same name as hud.def, so therefore the zip file name is hud.zip
6. Cut and paste your new "hud.zip" into autoload.
7. Enjoy!
Well, that will be the solution for now. I may create two sets of versions in the future update if these steps are hard to follow.
This post has been edited by Xross: 15 October 2018 - 12:30 PM
#312 Posted 09 January 2019 - 11:31 AM
A set of 400 tiles can be downloaded here. I am not providing support for actually using these in game at this time.
#313 Posted 09 January 2019 - 01:32 PM
Edit: Hehe, I just read it's the same.
This post has been edited by MariusArmand: 09 January 2019 - 01:34 PM
#314 Posted 15 January 2019 - 02:09 PM
#315 Posted 18 January 2019 - 09:36 AM
#316 Posted 20 January 2019 - 10:28 AM
Phredreeke, on 18 January 2019 - 09:36 AM, said:
Excellent result!
#317 Posted 20 January 2019 - 10:57 PM
#318 Posted 21 January 2019 - 01:26 PM
Attached File(s)
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scr-e1m1blood.ini-0001.png (796.45K)
Number of downloads: 83
#320 Posted 30 January 2019 - 01:34 PM
I really loved to see that high quality original Blood logo art by Kevin Kilstorm!
http://abobobo.tumbl...kilstrom-source
I tried to replace some high resolution stuff in the folders, it's really hard!
Sometimes it work, and sometimes not.
I wanted to replace the bloody Hand texture 6024 with this high res one:
Attached File(s)
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6024.png (5.97K)
Number of downloads: 28 -
6024(8x).png (12.51K)
Number of downloads: 15 -
6024_orig.png (285bytes)
Number of downloads: 12
This post has been edited by Besli: 30 January 2019 - 01:39 PM
#321 Posted 19 February 2019 - 06:36 AM
#322 Posted 25 February 2019 - 12:37 PM
https://mega.nz/#!Ay...T_juPbTZGrmbOXQ
#323 Posted 28 February 2019 - 09:30 PM
Phredreeke, on 25 February 2019 - 12:37 PM, said:
https://mega.nz/#!Ay...T_juPbTZGrmbOXQ
Thank you!
Is there a way you could please outline how this can be installed? My installation of Blood is the actual Blood directory plus the GDX required files from m210's site.
I read through your info.txt file but I wasn't 100% clear.
Any assistance would be GREATLY appreciated.
Thank you again!
This post has been edited by Kamika007z: 28 February 2019 - 10:17 PM
#324 Posted 01 March 2019 - 03:54 AM
1. Download the Blood upscale pack r07 (obviously)
2. Navigate to the Blood installation folder
3. Create a new subfolder 'Autoload' in the Blood installation folder
3. Copy bloodupscale-r07.zip into the Autoload folder
4. Run BloodGDX, it automatically loads bloodupscale-r07.zip from the Autoload folder
#325 Posted 01 March 2019 - 05:05 AM
#326 Posted 09 March 2019 - 08:20 AM
deus-ex, on 01 March 2019 - 03:54 AM, said:
1. Download the Blood upscale pack r07 (obviously)
2. Navigate to the Blood installation folder
3. Create a new subfolder 'Autoload' in the Blood installation folder
3. Copy bloodupscale-r07.zip into the Autoload folder
4. Run BloodGDX, it automatically loads bloodupscale-r07.zip from the Autoload folder
Thank you!!
#327 Posted 25 March 2019 - 12:43 PM
First I used: https://letsenhance.io/
The result was good, but I wasn't very happy with it.
Second I used: Topaz A.I. Gigapixel (https://topazlabs.com/)
You can take a look at yourself!
If you create a free account, you can use a 30 days trial.
Attached File(s)
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1_tumblr_o1lqsirdGU1qarrk2o1_1280-magic.png (3.58MB)
Number of downloads: 43 -
2_tumblr_o1lqsirdGU1qarrk2o1_1280-edit.jpg (1.39MB)
Number of downloads: 41
#328 Posted 25 March 2019 - 01:07 PM
Phredreeke, on 19 February 2019 - 06:36 AM, said:
Take a look: (on the last ghost I mirrored the eye part to make it look more comfortable)
I used: Topaz A.I. Gigapixel and Topaz Sharpen AI
(https://topazlabs.com/)
Attached File(s)
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Ghost.png (265.65K)
Number of downloads: 35 -
Ghost2.png (295.8K)
Number of downloads: 27 -
Ghost2_edit.png (295.64K)
Number of downloads: 34 -
tumblr_o1lqsirdGU1qarrk2o1_1280-edit-sharpen.jpg (2.29MB)
Number of downloads: 24 -
tumblr_o1lqsirdGU1qarrk2o1_1280-test.png (6.23MB)
Number of downloads: 33
This post has been edited by Besli: 25 March 2019 - 02:26 PM
#329 Posted 07 April 2019 - 03:25 PM
but what are the world textures looking like?
any chance at a sound remaster too?
i remember one guy did a dump of around 400 upscale/hires W_texes but there was no def file to make them useful
This post has been edited by stalker zhs: 07 April 2019 - 04:00 PM
#330 Posted 07 April 2019 - 03:53 PM
stalker zhs, on 07 April 2019 - 03:25 PM, said:
but what are the world textures looking like?
https://imgur.com/a/77QslN4