

It takes some time to do calculations, program looks like it frozen but its working you will be able to acces menu when resizing is done. On the side I am working on HD head for baron of hell, trying to understand its anatomy, if anyone knows some artworks etc which may help please let me know.Īlso if annyone wants to help to vector scale all baron of hell sprites here is receipe:Ĭopy paste image containing all baron of hell sprites, save on desktop as bmp 24 bit bitmapģ) Open you baronofhell.bmp in paint, divide that large picutre into pieces of soze smaller than 256x256 save as separate BMPs (for example baron1.bom, baron2.bom etc) (spritebomb accept images of that size or smaller)Ĥ) sequentially open that files in SPRITEBOMB, resize to 400% wait. Overall project is going strong, but I ran into some problems: while rescaling and resizing sprites (tweaking look) I kinda get lost and forgot which is resized which not (slight deffference) I think Ill have to vector scale SHOTGUN GUY form begining from now Ill have to make safe copies very often. 'I am not sure if I should post here or rather avoind bumping that post since not too many people are interested in hi res project it seems.īut for now I just want to ask for help in finding inspiration for baron of hell:) Hellser Remember Citadel Global Moderator Joined: Location: Citadel Station Discord: Hellser#8156 Operating System: Windows 11 OS Test Version: Yes (Using Development/Testing Version) Graphics Processor: ATI/AMD with Vulkan Support What's the point of "hires sprites" when you can have MD2 models on Skulltag or GZDooM? The trained DooMer looks at the shape of the monster, the silhouette.

The monster will degrade in quality much more quicker than the Doom Imp it self would. Imagine having the game on Nearest instead of say. The point is, the character it self is 'lost'. Is it too hard?Ī resolution of 320x200 looks awful, and a very, very, very old PC can run Doom at at least 640x480. If it's the resolution, you just have to play at a higher resolution. See I know that Skulltag can render hires sprites without loosing quality (I've done before), so what's the problem?

Mtzfire wrote:I don't see what problem you're trying to show there
