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xBRZ filter for Blood
#1 Posted 03 October 2017 - 12:46 AM
Hi M210,
at first i want to say thank you for your BloodGDX project, I really like this game and your Windows port is absolutely awesome!
I have one request/challenge for you. Can you think about integration of xBRZ filter into your BloodGDX project?
GZDoom can use this filter in OpenGL mode for filtering sprites and textures and it look really amazing.
xBRZ example from GZDoom:
I would be great alternative to trilinear filtering which will not make everything blurry.
GZDoom on SourceForge
https://github.com/coelckers/gzdoom
xBRZ scaler on SourceForge:
https://sourceforge....brz/files/xBRZ/
at first i want to say thank you for your BloodGDX project, I really like this game and your Windows port is absolutely awesome!
I have one request/challenge for you. Can you think about integration of xBRZ filter into your BloodGDX project?
GZDoom can use this filter in OpenGL mode for filtering sprites and textures and it look really amazing.
xBRZ example from GZDoom:
I would be great alternative to trilinear filtering which will not make everything blurry.
GZDoom on SourceForge
https://github.com/coelckers/gzdoom
xBRZ scaler on SourceForge:
https://sourceforge....brz/files/xBRZ/
#2 Posted 03 October 2017 - 01:28 AM
I think it possible only with shaders, Polymost doesn't support it. I will can make it only when we will have opengl2.0 renderer. (Not soon)
#3 Posted 03 October 2017 - 02:45 AM
This is a real nice feature to have, sometime in the future i hope it gets added.
#4 Posted 03 October 2017 - 03:09 AM
Okay, I exported all Blood resources and used script to rescale all of them with 4xBRZ, here is the result:
This is first preview, just unzip these files into Blood folder and add "include texture.def" into bloodgdx.def
4xBRZ: https://files.fm/u/jr2gj9vp
I am converting textures with 6xBRZ now. I think there will be problem with cultists colors, I will fix that later.
This is first preview, just unzip these files into Blood folder and add "include texture.def" into bloodgdx.def
4xBRZ: https://files.fm/u/jr2gj9vp
I am converting textures with 6xBRZ now. I think there will be problem with cultists colors, I will fix that later.
This post has been edited by MissingNO: 03 October 2017 - 03:40 AM
#5 Posted 03 October 2017 - 04:20 AM
I've done something similar, except I've been using Waifu2x for upscaling. You can get it in this topic if you're interested
You will run into a lot of palette issues. I've given up on any attempts of upscaling the backgrounds for that reason. Cultists have five color variations, spiders have three, gargoyles and pods have two.
You will run into a lot of palette issues. I've given up on any attempts of upscaling the backgrounds for that reason. Cultists have five color variations, spiders have three, gargoyles and pods have two.
#6 Posted 03 October 2017 - 12:07 PM
MissingNO, on 03 October 2017 - 03:09 AM, said:
Okay, I exported all Blood resources and used script to rescale all of them with 4xBRZ, here is the result:
This is first preview, just unzip these files into Blood folder and add "include texture.def" into bloodgdx.def
4xBRZ: https://files.fm/u/jr2gj9vp
I am converting textures with 6xBRZ now. I think there will be problem with cultists colors, I will fix that later.
This is first preview, just unzip these files into Blood folder and add "include texture.def" into bloodgdx.def
4xBRZ: https://files.fm/u/jr2gj9vp
I am converting textures with 6xBRZ now. I think there will be problem with cultists colors, I will fix that later.
It works fine as a preview and looks nice. Thanks.
#7 Posted 04 October 2017 - 06:00 AM
MissingNO, on 03 October 2017 - 03:09 AM, said:
Okay, I exported all Blood resources and used script to rescale all of them with 4xBRZ, here is the result:
This is first preview, just unzip these files into Blood folder and add "include texture.def" into bloodgdx.def
4xBRZ: https://files.fm/u/jr2gj9vp
I am converting textures with 6xBRZ now. I think there will be problem with cultists colors, I will fix that later.
This is first preview, just unzip these files into Blood folder and add "include texture.def" into bloodgdx.def
4xBRZ: https://files.fm/u/jr2gj9vp
I am converting textures with 6xBRZ now. I think there will be problem with cultists colors, I will fix that later.
Looks pretty nice. but not as clear as the Gzdoom pictures it is blurrier, maybe because of the engine filtering?
#8 Posted 05 October 2017 - 12:36 AM
I created higher resolution 6xBRZ pack: https://files.fm/u/qkjxkamw
It can be combined with Phredreeke upscaled sprites
I used some textures and fonts from BloodCM high resolution pack.
It can be combined with Phredreeke upscaled sprites
I used some textures and fonts from BloodCM high resolution pack.
Attached File(s)
-
blud.jpg (561.06K)
Number of downloads: 44
#9 Posted 05 October 2017 - 07:27 AM
The game sometimes crashes with this pack. Here is the log of one of these crashes in E6M2:
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeExcepti
on: Couldn't load file: N:/Blood/resized/tile_7.jpg
at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:140)
at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTexture
Data.java:64)
at com.badlogic.gdx.graphics.Texture.load(Texture.java:142)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:133)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:112)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:108)
at ru.m210projects.a.b.b.a(SourceFile:218)
at ru.m210projects.a.b.b.a(SourceFile:3125)
at ru.m210projects.a.t.a(SourceFile:680)
at ru.m210projects.a.t.a(SourceFile:1487)
at ru.m210projects.a.t.a(SourceFile:1735)
at ru.m210projects.a.t.e(SourceFile:1925)
at ru.m210projects.a.t.d(SourceFile:3190)
at ru.m210projects.a.p.a(SourceFile:1101)
at ru.m210projects.Blood.fn.c(SourceFile:996)
at ru.m210projects.Blood.ec.f(SourceFile:1241)
at ru.m210projects.Blood.ec.render(SourceFile:1944)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplic
ation.java:207)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplicati
on.java:114)
Caused by: java.io.IOException: couldn't load pixmap progressive jpeg
at com.badlogic.gdx.graphics.g2d.Gdx2DPixmap.<init>(Gdx2DPixmap.java:57)
at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:138)
... 18 more
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeExcepti
on: Couldn't load file: N:/Blood/resized/tile_7.jpg
at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:140)
at com.badlogic.gdx.graphics.glutils.FileTextureData.prepare(FileTexture
Data.java:64)
at com.badlogic.gdx.graphics.Texture.load(Texture.java:142)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:133)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:112)
at com.badlogic.gdx.graphics.Texture.<init>(Texture.java:108)
at ru.m210projects.a.b.b.a(SourceFile:218)
at ru.m210projects.a.b.b.a(SourceFile:3125)
at ru.m210projects.a.t.a(SourceFile:680)
at ru.m210projects.a.t.a(SourceFile:1487)
at ru.m210projects.a.t.a(SourceFile:1735)
at ru.m210projects.a.t.e(SourceFile:1925)
at ru.m210projects.a.t.d(SourceFile:3190)
at ru.m210projects.a.p.a(SourceFile:1101)
at ru.m210projects.Blood.fn.c(SourceFile:996)
at ru.m210projects.Blood.ec.f(SourceFile:1241)
at ru.m210projects.Blood.ec.render(SourceFile:1944)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplic
ation.java:207)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplicati
on.java:114)
Caused by: java.io.IOException: couldn't load pixmap progressive jpeg
at com.badlogic.gdx.graphics.g2d.Gdx2DPixmap.<init>(Gdx2DPixmap.java:57)
at com.badlogic.gdx.graphics.Pixmap.<init>(Pixmap.java:138)
... 18 more
This post has been edited by J432: 05 October 2017 - 07:37 AM
#10 Posted 05 October 2017 - 07:42 AM
J432, on 05 October 2017 - 07:27 AM, said:
couldn't load pixmap progressive jpeg
You are almost answered on your question youself
Just use normal jpg format
You can resave jpg files in photoshop for example
This post has been edited by M210: 05 October 2017 - 07:47 AM
#11 Posted 05 October 2017 - 08:01 AM
MissingNO, on 05 October 2017 - 12:36 AM, said:
I created higher resolution 6xBRZ pack: https://files.fm/u/qkjxkamw
It can be combined with Phredreeke upscaled sprites
I used some textures and fonts from BloodCM high resolution pack.
It can be combined with Phredreeke upscaled sprites
I used some textures and fonts from BloodCM high resolution pack.
Now that is more like it!
Nice stuff =)
I like the sprites but the textures dont look very nice using the filter i guess.
Could you make a separate pack for just sprites?
This post has been edited by Devon: 05 October 2017 - 08:06 AM
#12 Posted 05 October 2017 - 08:09 AM
M210, on 05 October 2017 - 07:42 AM, said:
You are almost answered on your question youself
Just use normal jpg format
You can resave jpg files in photoshop for example
Just use normal jpg format
You can resave jpg files in photoshop for example
Thanks, no crash after resaving.
#13 Posted 06 October 2017 - 03:02 AM
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