High Resolution Pack discussion and contributions
#91 Posted 16 August 2017 - 07:55 AM
Dude, the result works in Blood, as I said, original stop motion horror puppet feel/look is there.
It was done cheaply, "withou artistic talent" or whatever? So the f what ?
Its not wrong if it works.
We can also debate blurry pixel smoothing vs not, its a taste thing, its also optional, just like this guys work.
All your response does is show your emotional maturity and ego issues. Brings nothing else to the table. You can keep it in no ?
That might also reduce the amount of white knighting going on as you say.
#92 Posted 16 August 2017 - 08:27 AM
Killes, on 16 August 2017 - 07:55 AM, said:
This isn't about me. You can certainly identify that the image in front of you is a Zombie from Blood, but if the idea here is to upgrade the graphics then the only real benefit to that initial image is that you can't resolve individual pixels. You might as well use bilinear filtering.
#93 Posted 16 August 2017 - 08:48 AM
To that I would say one could as well recreate the original stop motion puppets and digitise them directly in high res
Both pursuits requiring a very strong artistic talent.
Here lets just take it at face value - an upscale, an "improvement" or simply a tastefull depixelisation of the original art without killing the feel.
Bilinear filtering is well known produces a blurry result, some people seem to like it over pixels, and apply it to the whole game, fine,
Some other people like sharper graphics and this is a sharp and tastefull depixelization imo.
#94 Posted 16 August 2017 - 08:50 AM
Killes, on 16 August 2017 - 07:35 AM, said:
Chill, I don't need to be coddled. Tthe edges do look awful. BTW here's an attempt by me at smoothing out the edges.
(left is obviously original, middle new mask, right old mask)
This post has been edited by Phredreeke: 16 August 2017 - 08:51 AM
#95 Posted 16 August 2017 - 08:53 AM
#96 Posted 17 August 2017 - 12:33 AM
Phredreeke, on 16 August 2017 - 08:50 AM, said:
(left is obviously original, middle new mask, right old mask)
Man this is looking good, I hope you have the perseverance to work over all the sprites. Thank you!
While we all can hope that one day someone will redraw the old low res sprites in new glorious pixel-art that will perfectly and consistently match the atmosphere of the game, the reality IMO is that it would take even a skilled pixel artist months of time, which is not very realistic.
Well there is the possibility that there is an artist somewhere out there that a.) loves Blood to death and b.) is either insomniac or a millionare, so has lots of free time, but - I kind of doubt it outside of say, a Patreon-funded job? I know I'd buy that for a dollar (or even 10 .
For now what Phredreeke is doing is truly the definition of "good enough". Keep it up!
#97 Posted 17 August 2017 - 04:07 PM
https://gfycat.com/AgedAssuredBufeo
#99 Posted 18 August 2017 - 01:31 AM
Tea Monster, on 17 August 2017 - 11:09 PM, said:
Having said that, have any of you guys tried any of the soft listed on this page used by the astronomical community?
Well they were real models or puppets to be exact, I remember hearing somewhere that even most of the weapons were made by hand. That would be the way to go then or if someone real handy could make 3d models look as authentic.
#100 Posted 18 August 2017 - 02:34 AM
A pic of the original original puppets, created by Kevin Kilstrom. http://kevinkilstrom.weebly.com/
It would be kinda cool to find a retired old school movie / horror FX guy willing to remake the puppets
More about it here : http://www.the-postm...&t=1181&start=0
This post has been edited by Killes: 18 August 2017 - 02:46 AM
#101 Posted 18 August 2017 - 02:40 AM
Cat Ghoulie Stop Motion Animation Puppet From Ghoulies 2 and Caveman
$3750 wowsa! Crowdfunding time ?
#102 Posted 18 August 2017 - 04:03 AM
Killes, on 18 August 2017 - 02:40 AM, said:
Cat Ghoulie Stop Motion Animation Puppet From Ghoulies 2 and Caveman
$3750 wowsa! Crowdfunding time ?
That wouild make a nice Blood enemy
#103 Posted 18 August 2017 - 04:23 AM
#105 Posted 20 August 2017 - 05:25 AM
Killes, on 18 August 2017 - 02:40 AM, said:
Cat Ghoulie Stop Motion Animation Puppet From Ghoulies 2 and Caveman
$3750 wowsa! Crowdfunding time ?
You would be way better off hiring a talented 3d model maker for $300
#106 Posted 20 August 2017 - 09:10 AM
Mark., on 20 August 2017 - 05:25 AM, said:
It would lose the spirit. Clay models would be cool.
#107 Posted 20 August 2017 - 09:38 AM
#108 Posted 20 August 2017 - 03:27 PM
This post has been edited by ReaperMan: 20 August 2017 - 03:28 PM
#110 Posted 21 August 2017 - 04:23 AM
Mark., on 20 August 2017 - 04:04 PM, said:
I just have little faith anything will come of this, Even the Duke HRP has been slow going as of late.
#112 Posted 25 August 2017 - 08:25 AM
Currently Zombies, Butchers, Gillbeasts and Innocents have been upscaled, as well as the Life Essences.
http://s000.tinyuplo...733864883426571
Here's an animated comparison between original and upscaled sprites
https://i.imgur.com/bXPb6WE.gif
Right now, I'm kinda stuck in that I don't know how to implement different palette variations of the same tile. This is part of the reason why cultists remain unchanged as well.
#113 Posted 25 August 2017 - 09:08 AM
Phredreeke, on 25 August 2017 - 08:25 AM, said:
Currently Zombies, Butchers, Gillbeasts and Innocents have been upscaled, as well as the Life Essences.
http://s000.tinyuplo...733864883426571
Here's an animated comparison between original and upscaled sprites
https://i.imgur.com/bXPb6WE.gif
Right now, I'm kinda stuck in that I don't know how to implement different palette variations of the same tile. This is part of the reason why cultists remain unchanged as well.
Wow, looks very true to the original and great! Impressed! Keep up the good work. Looking fotward to next release.
Here are a couple of screenshots I took.
Attached File(s)
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java 2017-08-25 19-11-30-87.jpg (214.19K)
Number of downloads: 85 -
java 2017-08-25 19-11-50-00.jpg (206.09K)
Number of downloads: 65 -
java 2017-08-25 19-11-15-14.jpg (205.23K)
Number of downloads: 64
This post has been edited by Tekedon: 25 August 2017 - 09:16 AM
#114 Posted 25 August 2017 - 09:40 AM
#115 Posted 25 August 2017 - 03:12 PM
Phredreeke, on 25 August 2017 - 08:25 AM, said:
Please explain the problem I'll try to help. I'm quite experienced with build palettes.
This post has been edited by Drek: 25 August 2017 - 03:13 PM
#116 Posted 25 August 2017 - 03:43 PM
Drek, on 25 August 2017 - 03:12 PM, said:
Thanks. At this point I have defined the images like this
Quote
pal 0 { file "upscale/tile1570t.png" }
}
This makes BloodGDX load that image file instead of the tile from the ART file. This will override all occurrences of that particular tile, even when it is using a different palette. What I thought was to make a separate image for the underwater palette, but I don't know how to define it in the texture.def file.
#117 Posted 25 August 2017 - 10:24 PM
#118 Posted 27 August 2017 - 07:44 AM
#119 Posted 28 August 2017 - 08:51 AM
I've started working on the grey cultists. So far only a few front and front-side angle frames are changed
https://gfycat.com/G...ruptChrysomelid
(if you're observant, you may notice something else I've changed)