View Full Version : Any Hi-Res 2D sprite packs out there?
trippingmartian
February 2nd, 2004, 08:46 AM
Right now I've got JDoom installed with Subwolf's detail texture pack (if you haven't seen it in action go check it out (http://prdownloads.sourceforge.net/deng/jdoom-details.zip?download)
I like Abb's weapons pack, but I'm not all that keen on all the 3d models out there. Are there any 2D sprite replacement packs out there?
Wicked Anime Kid
February 2nd, 2004, 12:35 PM
Uhm not that i know of.
However there are Doom64 sprite replacements that are somewhat high-res over at slidespace (http://slide.newdoom.com)
1000Dances
February 2nd, 2004, 02:39 PM
The doomsdayhq says the next release of jdoom will include the hx2 filters to resample graphics to a higher quality. Since it's the same stuff than console emulators use, it could work for sprite. But i didn't tested it, so i'm not sure.
Chilvence
February 2nd, 2004, 03:14 PM
Ive seen it in action in ZdoomGL, and the filter does look pretty damn good.
ravenlot
February 2nd, 2004, 09:44 PM
Hey! I never tried Zdoomgl until now. It implements some features that Doomsday doesn't have and implements some other features differently. I noticed some floors that had reflective surfaces. And I did notice how the sprites look a little better with that filter. It's got lighting and lens flares that look a little different too (though the lens flares can look excessive at times). It's even got md2 models.
Though I still like Doomsday the most, it's nice to see other ports doing interesting things with the source code. Besides, there's space on my hard drive for a few different flavors of Doom.
I had asked the same question regarding 2D replacement packs in one of these forums. Everyone seems to think it would be a tough project to do. It probably is but then again I never thought we'd get the quality of 3D models that we have now; and they're still improving.
Out of curiousity, I've tried blowing up some of the sprites to see if doing some simple touch ups in Photoshop would help. I suppose it does but I wasn't impressed enough. I think maybe the filters mentioned would have a similar effect.
If one were to start a sprite texturing project, I would think one would really have to create a lot of new artwork or do some heavy editing of the originals for it to mean something. I suppose someone could make sprites using images of the 3D models in different poses but since the models are the issue, I suppose that wouldn't be that appealing for some.
timmie
February 2nd, 2004, 11:36 PM
Hmm, if you're seeing lens flares and reflective floors, you're running 0.66.2 (which was based on ZDoom 1.22), which isn't the latest version. 0.74 is the last official release, but there's also an in-development version based on ZDoom 2.0.47i around if you want to live on the edge :)
Chilvence
February 3rd, 2004, 06:14 AM
Yeah, I think you're getting a placebo effect there...
I was going to link you to the screenshots, but timmie took em down :(. You'll see what I mean though next time he makes a ZDGL release.
Also skyjake apparently added the filters to jDoom, but I havent tried that yet. Theres some way to enable it in the console with the latest snapshot, but theres no way for you to move or look around in that.
timmie
February 3rd, 2004, 10:37 AM
http://www.timmie.squabble.org/screenshots/hq4x_1.jpg
http://www.timmie.squabble.org/screenshots/hq4x_2.jpg
http://www.timmie.squabble.org/screenshots/hq4x_3.jpg
http://www.timmie.squabble.org/screenshots/hq4x_4.jpg
http://www.timmie.squabble.org/screenshots/hq4x_5.jpg
You can't really see it in those screenshots, but for the walls and flats I added a bit of luminance noise to help break up the large swaths of solid color. It really does make a difference in the overall look of the map (gives it a bit more of a grungy look rather than super smooth and clean) :) Sprites don't get the same treatment; no noise is applied to them.
Tyberious
February 4th, 2004, 11:05 AM
ill take a HQ5x A.K.A. G-Buffer to go please! I can't wait till we get mroe enhanced sprites then run the filter on it. That would kick ass, or better yet, I'd like to see soem doom64 sprites with the filter on The highest preferrable, and how can you get this buffer and put it in doomsday because I want to run aseperate installation for sprites?
DaniJ
February 4th, 2004, 11:40 AM
Skyjake will be adding the Hq2x filter to Doomsday 1.8.
So maybe if you ask him nicely he'll add the others (should just be a case of dropping them in now he's got the 2x working).
Tormentor667
February 4th, 2004, 02:28 PM
Looks amazing!!!
trippingmartian
February 5th, 2004, 12:49 AM
Hey, thanks for all the info. I'll definitely look into the Doom64. I remember downloading the mod at an earlier date, but never got around to playing it.
I also like some of the things the ZdoomGl guys did with doom, particularly the wall decals, but I found the engine to be a lot less stable than DoomsdayHQ, or at least less stable on my machine.
ravenlot
February 5th, 2004, 03:32 PM
Oh ok, so I take it I was looking at something different than these screenshots linked here right? I thought I had the version I downloaded was the most recent version since it was from sourceforge.
Hmmm. I'm probably in the minority about this but after looking at the screenshots, I don't think this filter is for me. I do appreciate the effort though. I'll give it a chance though once I download an engine that has it.
Hehe. Now that I think about it, I think it's kinda funny that what I thought was the new filter was really just how an earlier version of the Zdoomgl rendered the original graphics differently than Doomsday and then later finding that I prefer it more than the actual filtered effect. Weird.
timmie
February 5th, 2004, 03:37 PM
The filter really grows on you, actually. At first it looks a bit funny but after while it just looks natural and when you turn it off everything loks way too blurry :)
Abrax
February 15th, 2004, 03:52 PM
Maybe someone could see if ID still has the original artwork, locked away in a vault buried beneath a mountain in hell. They might release some higher resolution scans if someone asked.
hurleybird
February 15th, 2004, 09:50 PM
that filter looks awesome for most of the walls. But looks yucky on the wall in screenshot 2, because its more 'advanced' then the others, and harder to scale right. Looks good on hud weapons, and looks great on sprites, until you get too close and it looks 'yucky' again.
Mr. Chris
February 17th, 2004, 12:59 PM
I don't think HQX2-4 would look very pretty using the high def textures and flats *bug*
1000Dances
February 17th, 2004, 01:41 PM
well, i'm waiting to see how looks the 2X-4X filter with the dan's detail pack (if they could work together).
Tyberious
February 29th, 2004, 04:40 PM
how did you guys get it working in doomsday? By the way can someone post the links to the ZDooMGL that everyone is talking about?
Suilside
March 1st, 2004, 03:11 PM
google.com
Master Toddy
March 1st, 2004, 03:20 PM
I wouldn't really bother with ZdoomGL. I used it YEARS ago, then I discovered Doomsday and never again had a desire to use it. For eye candy, Doomsday is the winner :).
DaniJ
March 1st, 2004, 03:25 PM
It depends entirely what your after.
I love ZDoomGL because it lets me play all those cool ZDoom maps with decent eye candy. Plus there's plenty of cool stuff that Doomsday doesn't have.
You might want to try it again. Timmie is doing some fantastic work on bringing it upto date.
Psykoman
March 2nd, 2004, 09:39 AM
It wil be cool, if someone can import all the ZDoom maps out, or the best of them. Like the one's from TNT.
I allways play in Doomsday.
But ther are some cool maps, you only can play in ZDoom.
To bad. I don't like the grafic in ZDoom :-(
Kurama Youko
March 2nd, 2004, 10:09 PM
The filter was really good on hud weapons! But I didn't like it on monsters, looks like cartoon.
Tyberious
March 3rd, 2004, 11:57 AM
how do you get the filter integrated into doomsday or get ti to worka nd don't give a lame answer like, download it or google because that doesn't explain anything, heck I could have done that if that were the solution!
DaniJ
March 3rd, 2004, 12:20 PM
It's already in there. Least it will be in Doomsday 1.8.
You can try it in the alpha's though. Goto the console and type the listcmds cos I can't remember the comand name.
Grimm
March 3rd, 2004, 04:36 PM
I hope you can diesable it. I don't like the way it looks.
Tyberious
March 11th, 2004, 08:18 PM
im talking about using it in 1.7.14#1-3 not 1.8 I already know its in there, a modified HQ2X to be exact but im wondering how you all make thsoe screenshots with the filter.
Da_maniaC
March 12th, 2004, 01:20 PM
Looks to me, those enemies and walls, have been run over by
2x Super-sai engines :P
Nagorak
March 24th, 2004, 01:04 PM
Even with filters the sprites have nothing on the new models. I'm not sure what the attraction is...nostalgia?
Darmuss
March 24th, 2004, 05:31 PM
Even with filters the sprites have nothing on the new models. I'm not sure what the attraction is...nostalgia?
Yes, and that's hard competing against.;)
Agent Spork
April 5th, 2004, 09:17 AM
Even with filters the sprites have nothing on the new models. I'm not sure what the attraction is...nostalgia?
Well.. some people actually prefer sprites over models :P
Ben2k9
May 4th, 2004, 08:12 AM
me.
Tyberious
May 4th, 2004, 11:25 AM
some people choose to experment and maybe want to "try" something different. Others just want an old reference to the original doom without having to run it in dos. There are many factors in the modivations of wanting to use sprites, you just have to think for a while.
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