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thief666

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About thief666

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    Warming Up
  1. thief666

    8xHigher resolution monter sprites

    @deathbringer no i am not that guy. I think just resizing and adding grain and blending wont make much difference because as it was expained Zdoom engine can do almost as good tricks. I am using program called SPRITEBOMB. It is vector based resizing. program is supposed to analyze grups of pixels and predict what would thay represent in higher res. It is actually ADDING information to sprite not just graining/blending exisiting one. I dont know details how it works but I know its analyzing something since resizing it processor-intensive (my fan revs up) an takes significant amount of time on my core 2 duo 3.2 GHZ. Then I am blending some elements of artworks, 3D models etc mainly for head of the monster. I am using also md2 models to get angled heads.
  2. thief666

    8xHigher resolution monter sprites

    thanks Ghost, actually I have all death animations done already. applying it to gore animations will be very quick but for that I have to have permission form BrutalDoom authors @killer2 I guess is matter of taste, one likes bananas other apples. For expample while "my" imp is not beautifull and ID's imp is much better technically (color, shades, polish) its somehow more cartoonish. I dont like it. Here is ID's imp in hi res form Doom RPG, I guess its base on the same mode ID used for original Doom its just less pixelixed: http://i.imgur.com/GoJ52.jpg
  3. thief666

    8xHigher resolution monter sprites

    hey DaniJ thanks for blessing, jDRP 1.1 was never released as far as I know but your artwork shown as teaser. I need blessing as well as some help if somoeone is interested. putting this into sprite is much more than just copy paste. I have to copy parts of it, make it symmetrical, stretch, put on md2 model, rotate it to get angled sprite . still I did all sprites for imp in 2-3 days, making 4 variants with different faces took only 2 days more. I guess I could got all vanilla and BrutalDoom sprites in 1 month if someone thinks it worth it. http://i.imgur.com/qqlJ3.jpg
  4. thief666

    8xHigher resolution monter sprites

    Hi DaniJ NO I didnt painted it, I am saying that CLEARLY in previous post. I am also saying that I will ask authors for permission when Ill finish sprite to show them. I have several verions of hi res impt though. The one I am presenting here has elements (head) lifted from jDRP1.1 (you OUTSTANDING artwork is part of this project rigt?). The imp behind (not attacking) is a blend of your artwork and mine things. Check my previous posts, I am presenting different verions of imp that look differently, but also have copied elements. I want to stress again that I am only upping resolution and adding elements form different sources, models, artworks and mine poor paintings which i am trying to blend into 8x res sprite. I have NO artistic talents So the plan was/is to showcase my hi res sprites idea here if people like it I am going to contact author and ask if possible I can use something for hi res project and give proper credits etc etc. I dont want any credits for me as I have no talents just basic skill in GIMP and will to work hard to play hi res BrutalDoom. I am modyfing this so far for my fun, If someone likes it and if its going to bu published somewhere I have to contact authors and ask. I said that before. Sorry for that misunderstanding, I should have included detailed credits from the begining instead of just saying that it contains elements copied form jdrp1.1 PS I am using nickname thief666 for loong time since thief:the dark project bacame my favourite game :)
  5. thief666

    8xHigher resolution monter sprites

    Hi its me again, still work in progress. Doing imp weapons and other stuff. Basically I was testeing various variant of imp sprite and bumping up resolution of different weapons in BrutalDoom. I have 4 versions of imp sprites some of them mostly mine some of them have elements lifted from differnt places. Here is example of ingame screens with imp containing elements lifgted from jdrp 3.0 so i guess I have to got permission of authors to release it when its polished. http://i.imgur.com/qqlJ3.jpg and comparison of hi and low res weapon models (from BrutalDoom ) as well as final verion of imp I decided to go with. http://i.imgur.com/3Qpwg.png
  6. thief666

    8xHigher resolution monter sprites

    hi here is example of angled imp. Its before fine-tuning (spikes, edge smoothing) http://i.imgur.com/AvbpF.png and thanks for feedback on which looks better... I have actually both versions done but I will fine-tune only the right one and continue with former human. I would love to work on BrutalDoom sprites but I guess I have to talk to authors...
  7. thief666

    8xHigher resolution monter sprites

    OK s I started to fine tune my imp sprites and some of former human sprites. But now since i have two versions of IMP i need help which looks better right or left? http://i.imgur.com/kYtC9.png i think left is as close to orginal as i can come providing that i have to add some detils
  8. thief666

    8xHigher resolution monter sprites

    sure ill post more frames, since yesterday i got it woring in skulltag and gzdoom. MORE IMPORTANTLY IT WORKS IN BRUTAL DOOM! without this mod i dont play doom anymore. yesterday i also tried if it makes sense to go for hi res weapons, since by default theyare a lot better than other sprites, but i think difference is noticeable: this is 4x res shotgun done fully automatically (vector scaling) without any corrections: http://i.imgur.com/dPiZa.png PS forgot to mention sprite is from BrutalDoom, I am not author of the sprite I just resizedd it. here is 2 frames of imp, there are some problems i was deleting some elements in gimp by cut but it seems they left so it needs tuning http://i.imgur.com/BhsrO.png
  9. thief666

    8xHigher resolution monter sprites

    Mithran Denizen thanks a lot!! the problem was in names, indeed sprites that were not replaced with hi res turned out to be ones with long names. thx a lot Ill try tommorow rename sprites. if it workls then ill go ahead with rest of the monsters
  10. thief666

    8xHigher resolution monter sprites

    hey Sergeant_Mark_IV, If you can make pk3 file with my imp sprites wich i can run with zdoom it would be great. I figured out that new sprites should replace old, so I named new with the same name only added "_L " at the end So TROOA1 is replaced with TROOA1_L I tried to put this into pk3, and added .txt file with following commands: remap TROOA1 TROOA1_L . . . I did for all files but unfortunately not all sprites are replaced. bottom line if you are willing to try I can send you my imp sprites zipped its around 1 MB.
  11. thief666

    8xHigher resolution monter sprites

    cool that someone likes it. so as I said I have ALL sprites for IMP covered, If someone knows how to make wad of it that I can use with GZdoom or skulltag, I can send them zipped (all take just 1 MB) and then we may test it in the game, how much difference they make. If it makes big enough difference I can finish rest of the monsters/weapons in 1 week. best, thief666
  12. Hi since nobody showed any enthusiasm with my 2x res sprite project here is improvement: 8x monster sprites, with added details, vector scaled. It takes slightly longer to make them but still I got ALL SPRITES OF IMP done in 5 hours. So doing all doom monsters would took one week. here is expample: http://forums.yaa.dk/viewtopic.php?f=44&t=365&sid=974af941a620f2ff358b1a54ceb55056 [img]http://i.imgur.com/O8bFR.png[img] http://i.imgur.com/O8bFR.png I have problem integrating sprites in game. I got it working for GZdoom nad skulltag but not all of them weirldy is loading if somene is interested in testing let me know. If U think is ok i may finish all monsters within one week. best, thief
  13. thief666

    Hi resolution doom sprites

    hey, O, I play Skulltag with BrutalDoom port and didn’t know that GZdoom has that 4x hi res sprite option if it looks better then there is no point indeed and I just wasted my time  From what I was seeing so far is that just simple hardwre resizing and smoothing is inferior, because vector resizing actually ADDS details, predicted by vector algorithm and seems to be working reasonably well (sprites keep original look more or less) I’ll have a look at it after work. If there is any slight improvement though I will try to use it with doomsday if you say its not complicated. I can create folder with sprites but what should be folder name? sprites should keep original names? Bottom line, thanks for feedback, Ill check all his things after work! But it seems that what I made is rather minor thing maybe not worth pursuing.
  14. thief666

    Hi resolution doom sprites

    thx Maes, Now I see it will be more complicated, than I though but still the most daunting part of hi res sprites project is actually editing sprites. since there is hundreds of them and each needs hours/days of work this would take YEARS. There are people who think that 3D models dramatically change the feel of game and prefer sprites. That’s why we have Doom hi res sprites project going on and its actually completed for non-enemy sprites. Such hi res sprites are available for Zdoom so its definitely doable. Not everyone is enthusiastic about that maybe noone needs that any longer. I am sure I don’t have skills to do all the things you’ve said to transfer this hi res sprites to wad, so I just wanted to communicate that I have such sprites. As I said If they suck just forget but if someone can confirm that they look better than original in real game and wants to take things further (even for testing pupropses) I can send them. That’s all I wanted to say. PS. I don’t necessarily expect warm welcome, but please give me a break Marnetmar, you just assumed what I used for sprites was rotasprite and then, somehow being sure that this assumption have to be right followed with “encouraging comments”. BEFORE asking how I did that BEFORE how this sprites compare to originals after openGL blending, BEFORE reading my comments in linked post. I couldn’t care less about such comment, but such approach sucks, simply said. And may hurt novelty and creativity here.
  15. thief666

    Hi resolution doom sprites

    hey guys now, this are ANSWERS. SpriteBomb uses some tricky vector scaling to resize sprites. Itn not just simply increasing size and blurring/antialiasing/otherfiltering. I did some basic simulation (by filters) how original and vector-scaled sprites may look after openGL smoothing and it turned out that scaled sprites looks better. I am not sure thuogh if i simulated openGL smoothing properly and if that "better" is worth effort of uploading this sprites to doom.wad (I have NO IDEA how to do that). If someone finds it worth doing/checking ill gladly send all sprites. thanks.
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