Doom sprites HD (8x) version v03 released

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Locked
User avatar
TheMorden
Posts: 72
Joined: Tue Jul 03, 2012 7:09 am

Re: Doom sprites HD (8x) version v03 released

Post by TheMorden »

iLikeTheUDK wrote:I've been asking myself the EXACT same question.
OK GOOD xD, i thought i was the only one :P
User avatar
RaVeN-05
Posts: 288
Joined: Mon Dec 28, 2009 5:57 am
Location: Ukraine
Contact:

Re: Doom sprites HD (8x) version v03 released

Post by RaVeN-05 »

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?
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.
User avatar
Blox
Posts: 3728
Joined: Wed Sep 22, 2010 9:35 am
Location: Apathetic Limbo

Re: Doom sprites HD (8x) version v03 released

Post by Blox »

iLikeTheUDK wrote:
Blox wrote:hq*x scaling is kind of bad m'kay
You're pretty much repeating what I commented in different words.
iLikeTheUDK wrote:You must understand that vector scaling is a no-go.
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.)

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.
User avatar
hfc2x
Posts: 646
Joined: Mon Aug 17, 2009 11:37 am
Location: Chule

Re: Doom sprites HD (8x) version v03 released

Post by hfc2x »

Enjay wrote:I was under the impression that the images still loaded if they were spoilered, they just aren't displayed. Is this incorrect?
Yeah, they are still loaded.
kb1
Posts: 64
Joined: Thu Oct 11, 2012 6:47 pm

Re: Doom sprites HD (8x) version v03 released

Post by kb1 »

thief666, I will pay you to finish these! :D Probably could get some others to join in as well. Please reconsider.
User avatar
RaVeN-05
Posts: 288
Joined: Mon Dec 28, 2009 5:57 am
Location: Ukraine
Contact:

Re: Doom sprites HD (8x) version v03 released

Post by RaVeN-05 »

thief666, thank you for awesome project, it give me ideas for future.
but what Raven-05 posted there looks more like a sweet edge-directed-interpolation scaler.
Thank you Blox for compliments :wub: its my under development application its test mode much more work needed.
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:
User avatar
Blox
Posts: 3728
Joined: Wed Sep 22, 2010 9:35 am
Location: Apathetic Limbo

Re: Doom sprites HD (8x) version v03 released

Post by Blox »

Interesting, most of it seems workable. (Though the results are best on large, defined sprites.) How would this look scaled up?:
Image
User avatar
Kaal979
Posts: 285
Joined: Thu Oct 04, 2012 3:40 am
Contact:

Re: Doom sprites HD (8x) version v03 released

Post by Kaal979 »

Blox wrote:Interesting, most of it seems workable. (Though the results are best on large, defined sprites.) How would this look scaled up?:
Looks already Hires imo - what is it btw. - a modified SW minigun? Never seen that one before.
User avatar
RaVeN-05
Posts: 288
Joined: Mon Dec 28, 2009 5:57 am
Location: Ukraine
Contact:

Re: Doom sprites HD (8x) version v03 released

Post by RaVeN-05 »

Spoiler:
User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: Doom sprites HD (8x) version v03 released

Post by The Zombie Killer »

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.

-MBF
iLikeTheUDK
Posts: 64
Joined: Tue May 22, 2012 11:10 am
Location: Tel Mond, Israel

Re: Doom sprites HD (8x) version v03 released

Post by iLikeTheUDK »

Again - Just looks like a low-res picture being painted by hand and still looking blurry. The only details here are paint marks.
User avatar
RaVeN-05
Posts: 288
Joined: Mon Dec 28, 2009 5:57 am
Location: Ukraine
Contact:

Re: Doom sprites HD (8x) version v03 released

Post by RaVeN-05 »

User avatar
The Zombie Killer
Posts: 1528
Joined: Thu Jul 14, 2011 12:06 am
Location: Gold Coast, Queensland, Australia

Re: Doom sprites HD (8x) version v03 released

Post by The Zombie Killer »

Is it just me, or when scaled up does the cyberdemon look more clay-like now?

-MBF
User avatar
Kaal979
Posts: 285
Joined: Thu Oct 04, 2012 3:40 am
Contact:

Re: Doom sprites HD (8x) version v03 released

Post by Kaal979 »

Looked much better with just abit sharping.
iLikeTheUDK
Posts: 64
Joined: Tue May 22, 2012 11:10 am
Location: Tel Mond, Israel

Re: Doom sprites HD (8x) version v03 released

Post by iLikeTheUDK »

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.
Locked

Return to “Abandoned/Dead Projects”