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How to produce hi-res graphics for Dark XL

 
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dinohog
Dianoga

Joined: 02 Dec 2005

PostPosted: Sep 26, 2009 01:03    Post subject: How to produce hi-res graphics for Dark XL View user's profile Send private message Reply with quote

Hi Guys,

Just got a new PC and I'm gonna restart an old DF project from long ago. I have a question ...

So Dark XL will support high resolution textures. Is this just a matter of creating a photoshop batch to turn all the lo-res graphics into hi-res? Or do all the graphics need to be made from scratch? I'd tried to find info on how the eDuke Hi-res pack was produced but didn't get very far.

Alternatively, would it work to extract textures from, say, Jedi Knight Outcast, match them to the DF textures and rename the hi-res textures accordingly?

Any suggestions or discussion is appreciated. Is it worth thinking about hi-res textures at this stage?

MTFBWY, Dino.

Tsophika
Gamorrean

Joined: 14 Jan 2008

PostPosted: Sep 26, 2009 02:21    Post subject: View user's profile Send private message Reply with quote

Hi-rez textures would need to be drawn from scratch, or at least include elements from photos or 3D renders. Photoshop and Painter, or free alternatives like Gimp can be used to create them. Note that you would want to work in a lossless format such as .PSD, Targa or Tiff and export the finished design to Jpeg.

The Dark Forces Mod remade many of the original textures, particularly from the earlier levels. I would assume they would grant permission for use if asked nicely.

Likewise, some Jedi Knight texture recreation was done for its corresponding mod. You can see here what upscaled textures look like, as well as their updated versions.

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Sep 26, 2009 02:52    Post subject: View user's profile Send private message Reply with quote

You would want to create new textures from scratch, because a filter really can't add detail to an existing texture. All you can do is add some effects that make USE of the higher resolution (like noise or forms of interpolation) but the end result would still be restricted by the fact that the original texture was lower-resolution.

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Marley
Gamorrean

Joined: 30 Sep 2003

PostPosted: Sep 26, 2009 13:06    Post subject: View user's profile Send private message Send e-mail Reply with quote

It's a credit to the original artists that the DF textures still look great.

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Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Sep 26, 2009 13:18    Post subject: View user's profile Send private message Reply with quote

Applying a filter to a texture seems pointless -- the engine could do that at load time after all. A hires texture pack is only of interest if it is handmade, either from scratch or by retouching the original images.

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Sep 27, 2009 03:04    Post subject: View user's profile Send private message Reply with quote

Marley wrote:
It's a credit to the original artists that the DF textures still look great.

Yes, and when I play enhanced versions of older games, I rarely turn on high resolution mods. I like them a little blurry, for some reason.

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"If they were created by man, then we can solve them by man." -Tim Sabien

ZOmegaZ
Dianoga

Joined: 28 Jan 2005

PostPosted: Sep 28, 2009 17:28    Post subject: View user's profile Send private message Reply with quote

http://xkcd.com/598/

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Sep 28, 2009 18:55    Post subject: View user's profile Send private message Reply with quote

ZOmegaZ wrote:
http://xkcd.com/598/

I love that comic. One of my favorites, as well.

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"If they were created by man, then we can solve them by man." -Tim Sabien

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