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Reputation: 120 I have a solid reputation
Active Posts:
452 (1.38 per day)
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BloodGDX (240 posts)
30-July 17
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  1. In Topic: Ion Maiden

    Today, 05:48 AM

    Open console (shift+the key above tab, the character on it varies between different language keyboards but what matters is the position not what character is on it), enter r_texfilter 2 (or 1 if you for some reason prefer blurry textures) and now you can turn off palette emulation (it looks pretty dull without it, I can see why they disabled the option) and change anisotropy settings (which to my layman understanding only makes sense if you have texture filtering on anyway)
  2. In Topic: What features would you like for bloodgdx?

    18 June 2018 - 11:59 PM

    > freelook
    Have you tried pressing U...
  3. In Topic: Scaling sprites by combining waifu2x and xBRZ output

    16 June 2018 - 02:34 AM

    This describes using PSP8 (yeah, I use a 15 year old image editing software) you will have to find equivalent functions in whatever software you use.

    1. Create a mask by duplicating the image, filling it with the background color using the difference blend mode, then using a threshold effect set to 1 to make every non-black pixel white.

    2. Now, going back to the original picture, use the levels functions and set gamma to 2

    3. Now apply a noise filter with a 7% setting gaussian and monochrome.

    4. Apply the levels effect again except this time set gamma to 0.5

    5. Finally apply the mask you created in the first step.
  4. In Topic: Scaling sprites by combining waifu2x and xBRZ output

    14 June 2018 - 01:37 AM

    this is similar to how I did my sprite upscales for Blood, except I just used a nearest neighbour upscale of the original as mask followed by a median filter (which in hindsight wasn't the best idea, as the filter treats red,green,blue channels separately, causing pink fringing around the edges)

    for the background upscales, I instead opted to add transparency before upscaling with waifu2x. this causes waifu2x to utterly fail at processing those parts, so I made a new sprite mask by blurring and posterizing the existing opacity.

    I followed up both with a noise layer on top of the upscaled tile. for the background I used a slightly more complicated approach...

    Edit: Here are your sprites, with a slight noise pass applied. https://i.imgur.com/p7Wnq8E.png

    Edit 2: Oh, and PLUs are a pain in the ass. fortunately Duke 3D doesn't use them as extensively as Blood
  5. In Topic: Blood Texture Pack v03 / public beta

    11 June 2018 - 11:06 AM

    If they conform to the Blood palette and are added to .ART files I don't see why not



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