OK GOOD xD, i thought i was the only oneiLikeTheUDK wrote:I've been asking myself the EXACT same question.
Doom sprites HD (8x) version v03 released
Re: Doom sprites HD (8x) version v03 released
Re: Doom sprites HD (8x) version v03 released
Images used that mach 1:1 of original sprites, after scaling it up to 2x it makes this edge, seem to be it not recognize alpha channel.Enjay wrote:There is something odd about these images. If you zoom right in to the edges of any of the sprites you can see a border around each one that is a compromise between the colour of the sprite and the white background. Has the image host resized them or something?
Re: Doom sprites HD (8x) version v03 released
iLikeTheUDK wrote:You're pretty much repeating what I commented in different words.Blox wrote:hq*x scaling is kind of bad m'kay
Hq*x isn't "vector scaling", it's a pixel interpolator that works by recognizing and recreating certain pixel patterns in a higher resolution. (Which is pretty much how every single pixel-art scaling algorithm works.)iLikeTheUDK wrote:You must understand that vector scaling is a no-go.
I don't even really know what "vector scaling" is, but what Raven-05 posted there looks more like a sweet edge-directed-interpolation scaler.
@Raven-05: It might be possible to export the alpha channel with imagemagick as a black/white image, scaling that up in whatever you used there, and then applying it as the alpha channel again in imagemagick.
Re: Doom sprites HD (8x) version v03 released
Yeah, they are still loaded.Enjay wrote:I was under the impression that the images still loaded if they were spoilered, they just aren't displayed. Is this incorrect?
Re: Doom sprites HD (8x) version v03 released
thief666, I will pay you to finish these! Probably could get some others to join in as well. Please reconsider.
Re: Doom sprites HD (8x) version v03 released
thief666, thank you for awesome project, it give me ideas for future.
I am improved algorithm and edge detection method, on other side it still makes error placing pixels and edge must be edited especially at curve edges.
warning 2.5 megabytes of data
Thank you Blox for compliments its my under development application its test mode much more work needed.but what Raven-05 posted there looks more like a sweet edge-directed-interpolation scaler.
I am improved algorithm and edge detection method, on other side it still makes error placing pixels and edge must be edited especially at curve edges.
warning 2.5 megabytes of data
Spoiler:
Re: Doom sprites HD (8x) version v03 released
Interesting, most of it seems workable. (Though the results are best on large, defined sprites.) How would this look scaled up?:
Re: Doom sprites HD (8x) version v03 released
Looks already Hires imo - what is it btw. - a modified SW minigun? Never seen that one before.Blox wrote:Interesting, most of it seems workable. (Though the results are best on large, defined sprites.) How would this look scaled up?:
- The Zombie Killer
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Re: Doom sprites HD (8x) version v03 released
That looks like a really good program you've got there, I'm interested to see what the Cyberdemon looks like when it's scaled up.
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Re: Doom sprites HD (8x) version v03 released
Again - Just looks like a low-res picture being painted by hand and still looking blurry. The only details here are paint marks.
- The Zombie Killer
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Re: Doom sprites HD (8x) version v03 released
Is it just me, or when scaled up does the cyberdemon look more clay-like now?
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Re: Doom sprites HD (8x) version v03 released
Looked much better with just abit sharping.
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Re: Doom sprites HD (8x) version v03 released
You can still see that it was originally 8-bit color. We need to make them our way. Simply scaling them with HQ*X and that's it is just too lazy for us.