Page 15 of 17

Re: [MOD] Pure Vanilla Extract

Posted: Sat May 23, 2020 2:27 am
by MasonFace
I've got a quick question for anyone who can answer:

Some sprites seem to have very odd dimensions. I'm looking at 200_20-0 at the moment and it is 36x54 pixels. The upscaled version comes out to 288x432.

The way I see it, I have three options:
  • Keep these non-power-of-two dimensions and maintain it's proportions.
  • Rescale the sprite to something like 256x512 and throw off the proportions a little, but get power-of-two dimensions.
  • Pad the canvas size with more transparent pixels so that the dimensions are 512x512 and it maintains its dimensions proportions, but increases texture size and overdraw.
Which of these options is the best?

From what I remember, we didn't change any of the MOBs frames dimensions to be power-of-two and I don't think we saw any issues from it.
200_20-0_Upscaled.png
200_20-0_Upscaled.png (132.48 KiB) Viewed 2508 times

Re: [MOD] Pure Vanilla Extract

Posted: Sat May 23, 2020 7:25 am
by King of Worms
MasonFace wrote: Sat May 23, 2020 2:27 am I've got a quick question for anyone who can answer:

Some sprites seem to have very odd dimensions. I'm looking at 200_20-0 at the moment and it is 36x54 pixels. The upscaled version comes out to 288x432.

The way I see it, I have three options:
  • Keep these non-power-of-two dimensions and maintain it's proportions.
  • Rescale the sprite to something like 256x512 and throw off the proportions a little, but get power-of-two dimensions.
  • Pad the canvas size with more transparent pixels so that the dimensions are 512x512 and it maintains its dimensions, but increases texture size and overdraw.
Which of these options is the best?

From what I remember, we didn't change any of the MOBs frames dimensions to be power-of-two and I don't think we saw any issues from it.

200_20-0_Upscaled.png
Theres nothing wrong with 288x432
As long as both dimensions can be divided by 4 without the result having decimal numbers

Disable mip mapping in inspector

Re: [MOD] Pure Vanilla Extract

Posted: Sat May 23, 2020 1:27 pm
by MasonFace
That's what I was figuring was the case. Thanks for confirming!

Re: [MOD] Pure Vanilla Extract

Posted: Wed May 27, 2020 12:57 pm
by Levethian
Suspect this has been done already somewhere, but a quick search didn't reveal anything. Somewhat moot given Rhymer's great work, but I'm a stickler for the original where all my nostalgia-cells are tied up, so had a go upscaling & increasing frame-rate of the title-sequence:
Vid shows original, followed by my attempt at an upscale.


Re: [MOD] Pure Vanilla Extract

Posted: Wed May 27, 2020 1:05 pm
by MasonFace
No, I don't think I've seen this video upscaled before. Great job! Looks awesome with the higher framerate! :D

What tools did you use, if you don't mind me asking?

Re: [MOD] Pure Vanilla Extract

Posted: Wed May 27, 2020 1:44 pm
by Levethian
Thank you!
Not at all - Photoshop CS4.

Re: [MOD] Pure Vanilla Extract

Posted: Wed May 27, 2020 2:06 pm
by MasonFace
Thanks! I'll download it when I get home from work. It is definitely more true to the vanilla Daggerfall than Rhymer's remake, which is exactly what this mod is about. However, I haven't quite solidified the scope of this mod, so I don't know if videos will be part of it or not.

Re: [MOD] Pure Vanilla Extract

Posted: Wed May 27, 2020 2:39 pm
by Levethian
For sure - makes sense :D

Re: [MOD] Pure Vanilla Extract

Posted: Wed Jun 10, 2020 3:28 pm
by brofin
Is this compatible with DREAM? Or does one make the other redundant?

Re: [MOD] Pure Vanilla Extract

Posted: Wed Jun 10, 2020 3:50 pm
by enderandrew
brofin wrote: Wed Jun 10, 2020 3:28 pm Is this compatible with DREAM? Or does one make the other redundant?
DREAM covers more items including sound and music, and a lot more sprites and textures.

If you preferred this over DREAM, you could run them in parallel with this at a higher priority (lower on your load list) to have this overwrite the textures where there is overlap.