sansjoy Posted September 24, 2003 Share Posted September 24, 2003 https://www.hiend3d.com/hq3x.html I just found this website a week ago and already I've slept less than 4 hours a night since I got my old TFTD to work on XP. As a thanks for making my white hair count double, here's a link to a neat util that some aspiring programmer might consider to convert xcom into a high res affair. zzzzzzzz Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted September 30, 2003 Share Posted September 30, 2003 not entirly on topc, but if you own UFO, there is a highres version (and <b>MULTIPLAYER!</b>) mod for it. its called "UFO2000" or gladiator or something. theres a link to it on the links area at x-com.co.uk Link to comment Share on other sites More sharing options...
BladeFireLight Posted October 5, 2003 Share Posted October 5, 2003 Before.... https://bladefirelight.home.comcast.net/images/Before.jpg and After.... https://bladefirelight.home.comcast.net/images/after.jpg -Blade FireLight Link to comment Share on other sites More sharing options...
daishiva Posted October 5, 2003 Share Posted October 5, 2003 ya know what sansjoy? this is TOTALLY cool, i dont know if ill be able to port it to my code or not, but i will sure as heck try =) Link to comment Share on other sites More sharing options...
Fox Posted October 5, 2003 Share Posted October 5, 2003 Blade, what mod does that?!? OMG, I NEED IT! Sansjoy, what prog did you use to get TFTD/UFO working on XP? Link to comment Share on other sites More sharing options...
BladeFireLight Posted October 5, 2003 Share Posted October 5, 2003 Calm down Fox.. that was just runing the image throught he program linked in the first post... DiaShiva is working on a new game engine using the graphics but has just started.. so be patient. -Blade FireLight Link to comment Share on other sites More sharing options...
Terawatt_99 Posted October 5, 2003 Share Posted October 5, 2003 fricken' sweet :inlove: edit: just out of curiosity, how do you use it on a regular image? Link to comment Share on other sites More sharing options...
daishiva Posted October 6, 2003 Share Posted October 6, 2003 make it a bitmap (24 bit) or tga file.type hq2x <source file> <output file> enjoy your bigger and better image Link to comment Share on other sites More sharing options...
NKF Posted October 6, 2003 Share Posted October 6, 2003 So all this utility does is smooth/blur the pixels a bit to make the images look nicer at larger resolutions? Don't get me wrong, they look good. - NKF Link to comment Share on other sites More sharing options...
BladeFireLight Posted October 6, 2003 Share Posted October 6, 2003 NKF: yes and no.. it's alittle more complicated that that but it's how it works.. I have looked over some of the sorce code and it's quite complicated.. and extreamly fast for what it does. It makes the images look more like they were originaly created in the higher res.. that way the original graphics can be used in a new game engine, at a higher res. -Blade FireLight Link to comment Share on other sites More sharing options...
daishiva Posted October 6, 2003 Share Posted October 6, 2003 One thing to add is that this is an image enlarger, it does not take an existing image and smooth it over, it takes an existing image and makes a larger image without all the jaggies normally associated with the enlarging process. I have no idea what im programming, but it compiles and hopefully it will work when the porting process is complete Link to comment Share on other sites More sharing options...
BladeFireLight Posted October 6, 2003 Share Posted October 6, 2003 We Belive in you.. -Blade FireLight Link to comment Share on other sites More sharing options...
NKF Posted October 6, 2003 Share Posted October 6, 2003 Or, in other words, it enlarges an index image, it masks off the transparency pixels so that they don't get affected(probably converting them to magenta for truecolour images), and then does its magic, which looks a bit like some sort of selective gaussian blur. Not necessarily in that order. Don't mind me. I'm just being a nosy bugger. Is all. - NKF Link to comment Share on other sites More sharing options...
BladeFireLight Posted October 6, 2003 Share Posted October 6, 2003 NKF... well that is what DiaShiva is doing with the sorce code.. but the original just enlarges standard non transparent files and elimiates the jaggies.. the image I posted was a MapEdit.net image export. with a black background.. -Blade FireLight Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted October 20, 2003 Share Posted October 20, 2003 how about hq2x or hq4x? Link to comment Share on other sites More sharing options...
Fox Posted October 21, 2003 Share Posted October 21, 2003 Ok so let me ask the question everyone is thinking about... When can we get this, to make our games look better? Link to comment Share on other sites More sharing options...
BladeFireLight Posted October 21, 2003 Share Posted October 21, 2003 It may be more an 'IF' then a when. the problem is that when you enlarge sprites and try to reprocess the graphics you get a matt effect arround the edges.. giving them dark lines that make the resulting composit look horible. so their are tecnical obsticals to over come... It may never work. we dont know... -Blade FireLight Link to comment Share on other sites More sharing options...
Bomb Bloke Posted November 6, 2003 Share Posted November 6, 2003 What we need is a way to get this to capture graphics as they are produced, then reproduce them on the screen... like a VM, or maybe even a TSR... I once thought of writting up a script that worked the same way... never thought it would actually WORK... impressive! Link to comment Share on other sites More sharing options...
Ki-tat Chung Posted November 12, 2003 Share Posted November 12, 2003 so what did you write a scrpit for? Link to comment Share on other sites More sharing options...
Bomb Bloke Posted November 13, 2003 Share Posted November 13, 2003 That's the whole point. I didn't. https://www.angelfire.com/games3/jeffy90/images/smilies/wink.gif Actually, thinking back, I realised that in order to pull it off, I'd need to extend the pallette. I wanted to improve the UFO graphics, but they were 256 colors, and at the moment I can only write gif files... which only support 256 colors. https://www.angelfire.com/games3/jeffy90/images/smilies/sad.gif Thus, I couldn't add extra colors, and the resulting image might well look the same as the original, but double resolution, which is pointless. I know that bitmap files are far, far simpler then gif files - just a raw dump of pixels, either of a palette or a bunch of three byte RGB values, as opposed to the compression tables used by gifs - but I don't have any adequete explanation of the bitmap header. And I haven't been bothered to go out and look for one. I do have a discriptive document, but whoever wrote it was a fool, and didn't say how many bytes were to be allocated for each value, or even what each header value DID. https://www.angelfire.com/games3/jeffy90/images/smilies/angry.gif So instead of writing a BMP encoder as was my original plan, I taught myself LZW and wrote a GIF one. https://www.angelfire.com/games3/jeffy90/images/smilies/bomberhappy.gif Incedently, bitmap files support internal compression. It's very simple, one byte says a number, and then the next color listed is repeated that many times. This would take chunks out of white space files (two bytes for 256 pixels, as opposed to 256 bytes for 256 pixels), but I don't think it's ever used. I wouldn't be surprised if a lot of programs didn't support it, even if it is supposed to be in the standard. I don't know if it works with 24 bit images though, which are the most common bitmap type. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now