KaZudra
Members-
Content count
20 -
Joined
-
Last visited
About KaZudra
-
Rank
Warming Up
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Soon. Soon. It's also gonna come with an upscale.
-
I think this turned out well
-
needs a little cleaning up but I think it's good
-
Not yet. Give me a little more time.
-
Still kinda hate TNT's stupid Seven texture BS.
-
I'll just leave this here...
-
First question, is it possible to make a filter system for Animdefs similar to Decorate (See Smooth Doom) or Gldefs (See Brightmaps Plus)? Second, can anyone point me into the right direction of a detailed explination of TNT's textures and animations? I'm working on an all-in-one animated texture pack and I'm trying to be as efficient as possible.
-
The core problem with up-scaling is that you really can't automate it; sometimes results at 4x are terrible but the 2x ones are just right, occasionally there's a case where I fed it the 64-styled rocket box and it just changed the sprite entirely. other cases are things like script animation where the result is a million times better if you re-do the animation with the hi-res assets rather than up-scaling the finished version frame-by-frame. And then, sometimes... SOMETIMES you get a case of Arachnotron, where it's better off to just edit a Spider Mastermind into one rather than upscaling.
-
Speaking of which, Doom is severely lacking smears and frame-breaks (That's what it's called right? where it basically makes a physically impossible frame to give emphasis on a movement).
-
Might I suggest a couple things; torches use the same flame sprite so having The flames as separate Actors being placed on a Flameless torch would be ideal; it could allow angled torches, same for lost soul; it would make it easier to work on it's sprites as well as have super smooth flames. Anyways, I've learned to replicate Inspectre; Essentially the same process as making a bright-map; make a monochrome version with jacked up contrast and brightness, use that as an alpha mask for the sprite, duplicate layers until you have a desired effect.
-
Would it be possible to layer a sprite? To explain it I would need a few scenarios; Spectre's Death animation, you can have a layer with just the blood and gore and have it drawn on-top of the Fuzzy sprite. To take it further, there's a project out there that changes the sprite depending on the HP of the Monster; wouldn't it just be more simple to have the damage in layers and have them add up?
-
@Gifty That does sound crazy, but the good kinda crazy. I plan on keeping up with it, but If you're essentially going to re-do everything, I might as well wait it out before I make the superior batch...and brightmaps. To be honest, Monster Upscaling can be fun but mostly tedious... and then you have Archvile, 256 frames of torture.
-
@Gifty Will this mean that you're giving the imp separate frames for melee and projectile? This is looking exciting, will this mean we're eventually going to play a 1 tic-rate Smooth Doom?
-
@Gifty Thanks for the Kudos, been a fan of Smooth Doom and Dead Marine so this means alot. ALSO, you need to tell me which monsters aren't going through the second pass-through before I start working on 2.0 proper! @Get Phobo I chose it because it allowed me to replicate the Neural Results (with a good amount of photoshop) as close as possible. I started with Photoshop and... I knew it would take forever to replicate Smooth Doom with these assets, so I got the Idea of replicating the upscale... but I was limited to 4x at most, I can and will make the Sprites look better (I got lazy with clean-up, paletted PNG'd everything removing artifacts, I also sourced pre-made BRZ's instead of making my own and did most at 2x instead of the Downscale method until I redid the weapons). So the new method as Follows; Make 4x Upscales with XBRZ and Gigapixel Align them in PhotoShop Magic select the transparent on the BRZ copy (no anti-aliasing), then remove it on the Gigapixel layer. Set the Gigapixel layer at Luminosity @ 50% Opacity Then Merge and Downscale with Nearest Neighbor. This'll yield cleaner results that'll look far superior without the need to Palette PNG them for clean-up.
-
Okay, you got me. I'll be uploading an upscaled version of the now current build of Smooth Doom before the day's over with. Consider this a teaser. EDIT: Here you go Only things that were changed from the Base 4-14-20 Build; Added Smooth Projectiles. Additional bugfix (Green blood for Gibs2 fix). Restored HeadCandles. Mugshots... I just put a BRZ placeholder in until I can find a way that isn't making wildly inconsistent results.