High Resolution Pack discussion and contributions
#151 Posted 13 September 2017 - 04:57 PM
Mirror mirror on the wall...
#153 Posted 19 September 2017 - 02:54 PM
Phredreeke, on 19 September 2017 - 01:28 AM, said:
Great.
#154 Posted 20 September 2017 - 08:00 PM
#155 Posted 21 September 2017 - 02:32 AM
In fact, I'd hesitate calling it just a workaround anymore. Here's a comparison of the recolored sprites to the brown and grey varieties, along with a comparison to the original.
https://i.imgur.com/UZHvuO9.png
I will be using the same method for at least one more sprite.
#156 Posted 23 September 2017 - 05:27 AM
New weapons: Tommy Gun, Napalm launcher, TNT (including remote detonator and proximity detector), Aerosol can and Zippo lighter
https://files.fm/f/gtpkpaae
Screenshot gallery
https://imgur.com/a/wJ3nU
and here's an animated comparison of the main sprites
https://i.imgur.com/DXXgrxa.gif
#157 Posted 23 September 2017 - 07:11 AM
Phredreeke, on 23 September 2017 - 05:27 AM, said:
I have been deliberately holding off on my playthrough of the 5th episode (plasma pack) for this release. Thanks.
#158 Posted 23 September 2017 - 10:40 AM
Wookiestick, on 23 September 2017 - 07:11 AM, said:
This release should have no flickering between different color variations (but please tell if you find any, that'd mean I missed something). The Priest (human form of the Beast) will still appear as a brown cultist. I will probably recolor that when I do the rest of the Beasts's frames, but that won't be any time soon (it has the most frames of any enemy, and that's not counting the cultist frames I would recolor)
#159 Posted 26 September 2017 - 01:55 PM
really, really nice work with your sprite-pack. thx for your progress so far, i like it...and i think it fits better than such ugly 3d models.
you edited the handsprites such as the pitchfork. could you edit the big hud (with these 2 gargoyles) to make it less pixelated, too? would be really nice.
scree0000.png (421.21K)
Number of downloads: 57
This post has been edited by skitey: 26 September 2017 - 02:05 PM
#161 Posted 27 September 2017 - 01:23 PM
#162 Posted 03 October 2017 - 04:03 AM
Upgrade from previous release
https://files.fm/f/mrpmvsmm
Full version
https://files.fm/f/p3333996
Screenshots gallery
https://imgur.com/a/1zfHF
Animated comparison
https://i.imgur.com/ru8kLq4.gif
Quote
- Bats, Pods, Hellhounds, Cerberus, Tchernobog and the Beast
- Recolored Cultist (Priest/human form of the Beast)
- Voodoo Doll and Life Leech
- A large number of explosions and weapon flame effects
- Various bloodspatter and gibs
- Credits background and two of the three HUDs have been upscaled
- Burning man frames have been remade
- Additional frames for gargoyle (explosion) and spiders (burning)
- Most of hand frames have been reprocessed
- Proximity detector and remote detonator smoothed
#163 Posted 03 October 2017 - 05:11 AM
Phredreeke, on 03 October 2017 - 04:03 AM, said:
Upgrade from previous release
https://files.fm/f/mrpmvsmm
Full version
https://files.fm/f/p3333996
Screenshots gallery
https://imgur.com/a/1zfHF
Animated comparison
https://i.imgur.com/ru8kLq4.gif
This is really good. I like how your changes are subtle, but seem to bring more detail out of the sprites.
How close are you to finishing what you want to upscale?
#164 Posted 03 October 2017 - 05:45 AM
All enemies except for bone eels and mini Calebs are largely done. Mini Caleb uses the regular player sprite but shrunk down so it appears fairly crisp anyway (it's something I will tackle when M210 gets multiplayer working)
Cultists are missing swimming animations but right now BloodGDX don't apply underwater color shift to high tiles. For that reason I'm not currently doing those as well as the bone eels.
I feel most non-background stuff left is mostly minor. I think the most noticeable are the thrown dynamite and aerosol cans
I actually made attempts at upscaling backgrounds but dealing with palette variations is a pain (they are for enemies too but at least then I have an idea of when they're needed). Also I have to make sure textures line up nicely when tiled.
#165 Posted 10 October 2017 - 05:33 PM
#166 Posted 10 October 2017 - 07:20 PM
#168 Posted 20 October 2017 - 02:45 AM
https://files.fm/f/daaffssv
New since previous release
- Weapon sprites have been upscaled to 4x original size
- Thrown TNT and aerosol cans
- Various enemy missiles
- Various level decorations
- A large number of enemy sprites have been reprocessed with a new script - and have also had a shading script applied, nonshaded versions are available in the \pure\ folder
- Black and white versions of paintings found in the Boggy Creek
#169 Posted 20 October 2017 - 10:12 AM
Phredreeke, on 20 October 2017 - 02:45 AM, said:
https://files.fm/f/daaffssv
New since previous release
- Weapon sprites have been upscaled to 4x original size
- Thrown TNT and aerosol cans
- Various enemy missiles
- Various level decorations
- A large number of enemy sprites have been reprocessed with a new script - and have also had a shading script applied, nonshaded versions are available in the \pure\ folder
- Black and white versions of paintings found in the Boggy Creek
Awesome work!
#170 Posted 23 October 2017 - 11:03 PM
Attached File(s)
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??????????.png (858.34K)
Number of downloads: 70
#171 Posted 23 October 2017 - 11:46 PM
f - effect (not working at this time)
And some simple hires textures will have palette:
For example water with pal 10 on e2m1. Im used definetint 10 50 100 255 0
Attached File(s)
-
screen0000.png (486.53K)
Number of downloads: 63 -
??????????.png (571.08K)
Number of downloads: 66
This post has been edited by M210: 23 October 2017 - 11:50 PM
#172 Posted 24 October 2017 - 02:16 AM
M210, on 23 October 2017 - 11:03 PM, said:
Awesome! I'll upscale the swimming animations for cultists as well as the bone eels for the next release then!
BTW does this also apply the different palettes for beast vision and invulnerability?
#173 Posted 24 October 2017 - 04:36 AM
Phredreeke, on 24 October 2017 - 02:16 AM, said:
Yes, but invulnerability hasn't change palette view in original game, therefore it will not working correctly with custom palettes, because it's hardcoded
if (nPalette == kPalBeast) { hictinting[MAXPALOOKUPS-1].r = 255; hictinting[MAXPALOOKUPS-1].g = 120; hictinting[MAXPALOOKUPS-1].b = 120; }
This post has been edited by M210: 24 October 2017 - 04:38 AM
#174 Posted 24 October 2017 - 06:00 AM
M210, on 24 October 2017 - 04:36 AM, said:
if (nPalette == kPalBeast) { hictinting[MAXPALOOKUPS-1].r = 255; hictinting[MAXPALOOKUPS-1].g = 120; hictinting[MAXPALOOKUPS-1].b = 120; }
I realise that in the original game there was no indication that you were invulnerable (at least in first person) but I always took that it was an oversight or a time saving measure. This is because you get an indication for all the other power ups, either through the item time or through a change in the screen.
I think it would be good to give the player knowledge of when it is about to fade away. Perhaps as an additional option.
#175 Posted 24 October 2017 - 12:05 PM
Btw, with invulnerable powerup, you can see greyscaled(pal 5) sprite of caleb in thirdview mode
This post has been edited by M210: 24 October 2017 - 12:07 PM
#176 Posted 24 October 2017 - 01:46 PM
M210, on 24 October 2017 - 12:05 PM, said:
Btw, with invulnerable powerup, you can see greyscaled(pal 5) sprite of caleb in thirdview mode
Ha, so you did! I didn't notice because I don't use the larger Huds.
More reason I think to eventually add the option for a coloured tinge to the screen like the reflective shots.
It should also do the flashing to warn you it's about to run out.
#177 Posted 24 October 2017 - 02:17 PM
#178 Posted 31 October 2017 - 04:52 AM
This post has been edited by J432: 31 October 2017 - 05:09 AM
#180 Posted 31 October 2017 - 09:45 AM
Hendricks266, on 31 October 2017 - 08:35 AM, said:
That's interesting, I did not know that.