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High Resoultion Pack discussion and contributions

User is online   Phredreeke 

  • 52

#151

I think you'll have to ask M210 about that, I have no idea what causes it.


Posted Image
Mirror mirror on the wall...
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User is online   Phredreeke 

  • 52

#152

Spiders and gargoyles are coming in the next release
Posted Image
Posted Image
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User is offline   J432 

  • 5

#153

View PostPhredreeke, on 19 September 2017 - 01:28 AM, said:

Spiders and gargoyles are coming in the next release


Great. :)
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User is offline   Wookiestick 

  • 1

#154

Will the next upscale release have a workaround for cultists' colors?
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User is online   Phredreeke 

  • 52

#155

Yes! For both Ackolytes (Green) and Zealots (Blue)

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.
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User is online   Phredreeke 

  • 52

#156

Ok, latest release is here. New enemies: Gargoyles, spiders, choking hands, ackolytes and zealots
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
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User is offline   Wookiestick 

  • 1

#157

View PostPhredreeke, on 23 September 2017 - 05:27 AM, said:

Ok, latest release is here.

I have been deliberately holding off on my playthrough of the 5th episode (plasma pack) for this release. Thanks.
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User is online   Phredreeke 

  • 52

#158

View PostWookiestick, on 23 September 2017 - 07:11 AM, said:

I have been deliberately holding off on my playthrough of the 5th episode (plasma pack) for this release. Thanks.


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)
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User is offline   skitey 

  • 0

#159

@Phredreeke
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.
Attached File  scree0000.png (421.21K)
Number of downloads: 45

This post has been edited by skitey: 26 September 2017 - 02:05 PM

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User is online   Phredreeke 

  • 52

#160

Something like this?

https://imgur.com/a/o7sm4
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User is offline   skitey 

  • 0

#161

 Phredreeke, on 26 September 2017 - 03:59 PM, said:

Something like this?

https://imgur.com/a/o7sm4

! :D :D :D
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User is online   Phredreeke 

  • 52

#162

New release. Since this is almost twice the size of the last one I decided to make a separate upload with just the new stuff.

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

New since previous release

- 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

1

User is offline   Tiddalick 

  • 3

#163

View PostPhredreeke, on 03 October 2017 - 04:03 AM, said:

New release. Since this is almost twice the size of the last one I decided to make a separate upload with just the new stuff.

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?
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User is online   Phredreeke 

  • 52

#164

Thanks!

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.
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User is online   Phredreeke 

  • 52

#165

New TNT and aerosol can tossing animations

https://youtu.be/PuR9UcetB94
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User is offline   M210 

  • 333

#166

View PostPhredreeke, on 10 October 2017 - 05:33 PM, said:

New TNT and aerosol can tossing animations

https://youtu.be/PuR9UcetB94

Is it not v0.779, right?
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User is online   Phredreeke 

  • 52

#167

You're right, somehow I seem to have missed it
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User is online   Phredreeke 

  • 52

#168

Fifth release is here

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
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User is offline   Tekedon 

  • 16

#169

View PostPhredreeke, on 20 October 2017 - 02:45 AM, said:



Awesome work!
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User is offline   M210 

  • 333

#170

The next release will handle hires textures with water/sewer/beast palettes

Attached File(s)


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User is offline   M210 

  • 333

#171

And next news: I enabled definetint for def-language (definetint pal r g b f)
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)




This post has been edited by M210: 23 October 2017 - 11:50 PM

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User is online   Phredreeke 

  • 52

#172

View PostM210, on 23 October 2017 - 11:03 PM, said:

The next release will handle hires textures with water/sewer/beast palettes


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?
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User is offline   M210 

  • 333

#173

View PostPhredreeke, on 24 October 2017 - 02:16 AM, said:

BTW does this also apply the different palettes for beast vision and invulnerability?

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

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User is offline   Tiddalick 

  • 3

#174

View PostM210, on 24 October 2017 - 04:36 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;
}



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.
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User is offline   M210 

  • 333

#175

I added red eyes for hud gargoyles when you are have god mode
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

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User is offline   Tiddalick 

  • 3

#176

View PostM210, on 24 October 2017 - 12:05 PM, said:

I added red eyes for hud gargoyles when you are have god mode
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.
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User is online   Phredreeke 

  • 52

#177

Reflective shots. That was what I was thinking of, not invulnerability :P
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User is offline   J432 

  • 5

#178

Phredreeke, could you please add to your pack also upscaled fonts so menu and in-game info would be less rugged?

This post has been edited by J432: 31 October 2017 - 05:09 AM

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User is offline   Hendricks266 

  • EDuke32 Senior Developer
  • 5,624

  #179

The large menu font is named Desdemona.
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User is online   Phredreeke 

  • 52

#180

View PostHendricks266, on 31 October 2017 - 08:35 AM, said:

The large menu font is named Desdemona.



That's interesting, I did not know that.
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