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t.v.

How do I get High resolution sprites in prBoom?

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I am trying to play Harmony under prBoom.

1:
Is there a way to scale High Resolution sprites in prBoom? Now all the enemies appear as giants. (same problem for the title picture).

2:
The game keeps crashing giving me a:
"I_SignalHandler: Exiting on signal: signal 11"
What does this mean?

3:
Is there a tutorial on prBoom where I could look up questions like this?


thanks in advance!

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t.v. said:

1: Is there a way to scale High Resolution sprites in prBoom

No, but you can use hires sprites with glboom-plus. Put them in png/jpg/tga/pcx/gif/bmp format between hi_start and hi_end markers.

t.v. said:

The game keeps crashing giving me a:
"I_SignalHandler: Exiting on signal: signal 11"
What does this mean?

This means a crash:
ACCESS_VIOLATION (0xC0000005)
Occurred at bla:bla. The memory at '0xblabla' could not be read.

You can force standard windows crash report with "-devparm" switch in prboom-plus.

t.v. said:

3: Is there a tutorial on prBoom where I could look up questions like this?

Good tutorial:
http://www.doomworld.com/idgames/index.php?id=15919

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thank you for the respons.

the link to the 'tutorial' is a map-pack called "Hell Ground". It doesn't contain high resolution sprites, so I was wondering if you might have given me the wrong link?

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t.v. said:

the link to the 'tutorial' is a map-pack called "Hell Ground". It doesn't contain high resolution sprites, so I was wondering if you might have given me the wrong link?

Hell Ground has a lot of hires sprites, flats and textures.

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Actually it doesn't.

those are just big sprites/ textures. The flames are about 64 pixels wide and 128 pixels high (I checked in XWE). But the pixel density is normal.
They are not scaled/ more detailed than normal Doom material.

Your screenshot shows that the pixels are filtered / blurred to make it look less pixelated. I am assuming you used the glboom-plus.exe which has this filter (and not the prboom.exe) that came with the zip.

I want to know how to scale my big images to get more detailed sprites without the blurring filter.

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t.v. said:

Actually it doesn't.

Actually it does.

t.v. said:

those are just big sprites/ textures. The flames are about 64 pixels wide and 128 pixels high (I checked in XWE). But the pixel density is normal. They are not scaled/ more detailed than normal Doom material.

It does not matter. You can put any graphics with any size between hi_start and hi_end markers and they will be automatically scaled to the original size of non-hires analogue (you should not remove non hires sprites)

t.v. said:

Your screenshot shows that the pixels are filtered / blurred to make it look less pixelated.

Yes, you are right. Because I like it. You can disable filtering.

t.v. said:

I am assuming you used the glboom-plus.exe which has this filter

Yes, you are right.

t.v. said:

and not the prboom.exe

prboom.exe and prboom-plus.exe (software renderer) do not support hires stuff.

t.v. said:

I want to know how to scale my big images to get more detailed sprites without the blurring filter.

Put them in png/jpg/tga/pcx/gif/bmp format between hi_start and hi_end markers.

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aha,

I was a bit confused about the screenshot, but I think we cleared it up :-)

thanks for the patience.

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