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Hi-Resolution Graphics Help Inquiry
Hi Folks... First allow me to express my gratitude to the forum's administrator for approving my membership.
One of my main interests in the editing of graphics stems to the old pc game, "Doom 2", by Id Software.
I am within my first year as a map [level] author who enjoys every aspect of making high quality maps for the
community's enjoyment. One of the many aspects of making a high quality map, is the graphics associated to the
game. When the original game was produced back in 1995, the computer world didn't have the quality graphics rendering capabilities such as what is available today. I join the ranks of those authors in the community who would like to do what ever is necessary in order to keep this classic alive and well, for years to come.
There are three different types of texture graphics associated with the game. These are, textures and/or patches that are used in the walls, switches, columns, etc., mostly the structural applications; then there are the Flats used for ceilings, floors and also some structural applications. Last, but not least, there are the Sprites. These are the monsters, projectiles, items, etc. The sprites are the graphics that I'm interested in making into vivid Hi-Res textures. If possible, I would like to post two examples. One is the actual texture extracted from the game in the original format. The other is a Hi-Res take of the same texture, but seriously worked well and this is what I am interested in learning to do for the sprites.
http://www.doomwadstation.com/sector...53/Marble1.png
http://www.doomwadstation.com/sector...53/Marble2.png
I post here to ask for the help of those who has the knowledge of this process. Below, is the software I have;
Adobe PhotoShop Elements 5
Adobe Premiere Elements 3
Corel Paint Shop Pro X
Through my search for answers, I found out that possibly I may have to rescan these images in order to
get the proper Hi-Resolution! I think in doing so, the image's resolution has to dpi not ppi.
Anyway, making a long story... short. If anyone would help me with my project by advising me the method and
how to use the software, I would be very grateful.
Thank you...
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Re: Hi-Resolution Graphics Help Inquiry
Why should you have to rescan the images? Are they printed on paper? I would imagine that the images are saved and viewed in the computer since they are used in the game. Perhaps you could access those file directly? It should give you a better result than rescanning them.
As for getting a higher resolution version than the original pictures, you could try resampling them, and if they become a blurry, perhaps some tweaking with levels and unsharp masking?
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Re: Hi-Resolution Graphics Help Inquiry
No, they're not on paper. They are within the game and are easily extracted using a software made to do it. You've made a good point... talking about when they become blurry. Let back up here for a second. When I extracted these texture graphics,which BTW are 1,381 total, they are 256 color 8 bit palette bitmaps. I don't need to tell you folks, that this is a very poor, low quality pic. I converted all these over to 24 bit [True Color] @ around 300 - 400 ppi. This does make them look somewhat better, but not much. Then I run them through a few filiters to enhance the richness of the color. Now, let's get back to where you had mentioned blurry. One of my main interests that I would like to succeed at is, changing them from ppi [pixels per inch] to dpi [dots per inch]. If I can succeed at this, then my graphics won't have the hard squared edges that is associated with them, but more of softer rounded ones. I need to learn how to accomplish this, first before taking them any further into the process. If you read my first post, states the software that I have, the Adobe software I just bought less than a week ago. I am so green, as to the knowledge of functions that this software has to offer, that it's pathetic. I see all these things it can do, but don't understand their function titles. This is an area where I need some serious
assistance with. Once I get the hang of the software, then when someone jumps aboard and says to this, this, and this, then I understand what they are and will be able to follow through it.
I hope that this summons up to where I am with this... in addition, I hope that I'm posting this issue on the correct forum.:confused:
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Re: Hi-Resolution Graphics Help Inquiry
Hi Mac53,
Since reading your first post earlier I have done some reading about Doom II and it's graphics.
The sprites are originally 8 bit (256 color) Windows bitmap images.
You may find that a program called PhotoZoom will give your better results converting the images to 24 bit (truecolor) format and prevent some of the blurriness.
http://www.benvista.com
Some of the references I found mention that the offsets must also be updated when you increase the resolution of the sprites. How are you updating them?
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Re: Hi-Resolution Graphics Help Inquiry
Hi Bill...
Pleasure to met you, buddy. Yes, you are correct, the graphics do extract @ 256 color palette 8 bit bitmaps. I use a program called Xwe, for any type of wad editing. Getting these to 24 bit [True Color] @ 300-400 ppi, is a piece of cake. Hell, I have about three or four softwares that will do that for me and one of the came in my Office 2000 package, Microsoft Photo Editor.
This is not what I'm striding for, Bill. One of the first major processes I have to succeed at here, is to convert these graphics from pixels per inch to dots per inch, so I can continue on by softening and smoothing the edges. Trust me when I tell you, this needs to be done! This is the first step I need to accomplish, before the rest of the pain-staking processes begin. If you could provide me any advise as to getting this process completed, then you'll have my complete attention. Then I'll go on asking you to teach me how to use the Adobe PhotoShop Elements 5, I just purchased less that a week ago and have no clue to it's abilities.
I just downloaded PhotoZoom to have a look at it. Christ, I hope I don't have to buy another software! ;-)
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Man..!!! I have to edit back in just to say, "What a beautiful job "PhotoZoom" did"!! $149 bucks though! If I would have known this a week ago, Adobe would still be sitting on the shelf back in Staples!
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Re: Hi-Resolution Graphics Help Inquiry
Pixels per Inch and Dots per Inch are references to two different types of media.
Pixels per Inch is a reference to screen display and Dots per Inch is a reference to printed output. If an image is 200 ppi it will print at 200 dpi on most printers (that can print at that resolution or higher).
For displaying graphics on screen as within Doom II, dots per inch is the same as 200 ppi; no conversion is necessary and even possible.
The program I mentioned resamples the imported image and increases the resolution and maintains the sharpness of the original. Ordinary programs like Photo Editor, Photoshop, Paint Shop Pro, PhotoPaint, etc do not resample so they enlarge the pixels into multiple pixel rectangles. This is called pixelation and PhotoZoom is the best program I know to prevent pixelation when increasing resolution of a raster (bitmapped) image.
The only alternative is to redraw from scratch each image (not a pleasant alternative with 1,381 images) using one of the program you have available.
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Re: Hi-Resolution Graphics Help Inquiry
Yes, perhaps a dedicated program for enlarging pictures like PhotoZoom is what you need. I'm not sure about Bill's statement about the other programs' (Photoshop, PSP, PhotoPaint, etc) not resampling when enlarging, though. I thought Bicubic, Bilinear, Nearest Neighbor, which should be standard in most photo editing softwares are resampling algorithms? But from what I gather, there are more advanced resampling methods than these that works better than Bicubic, and PhotoZoom sounds like it's using one of those.
I'm also confused about the importance of converting the ppi to dpi. If you're not going to print them, why should it matter? They're just conventions, and should have no effect on the data contained in the pictures. What should matter is the number of pixels you have in the final high res output, shouldn't it?
Returning to the original question, you said that the original graphics were low resolution 256 colors. By enlarging them, are you striving for accurate enlargement? With the colors and definition intact? Then you'd be getting very large pixellated pictures only, not high definition, which is not present in the original low resolution extracted pictures. I'm not sure what good that would be, since you'd only end up with very large pixel style pics that are going to be resampled again when they are used in the game...
Not sure if there is a simple automated process to convert low res pixel style artwork into high resolution smooth anti-aliased ones... you're asking the software to put data where there is non in the first place. I mean, take for example a tiny sprite. The eyes would probably be only one or two pixels across. How would the software redraw that into a detailed eye in the enlarged version?
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Re: Hi-Resolution Graphics Help Inquiry
I think he is confusing color depth 8 bit versus 24 bit with PPI and DPI which deals with image resolution.
Color depth is bits per pixel (bpp.) For instance 1 bit color is black and white. One bit for black and one for white. Which is 1^1. 24 bit is 1^24 which is 24 bits per pixel (16.77 million colors.)
One would want to use higher bpp if they wanted to show more gradation and or subtle differences in hue. This is the reason that 8bit graphics like GIF's cannot show gradient graphics well.
The limiting factor on image resolution and color depth (also called color resolution) is the user's monitor, graphics card and method of delivery... GIF image versus Flash Vector Image.
At least that's my take on the matter and I better quit before I get myself confused, besides I need to eat my breakfast. :D
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Re: Hi-Resolution Graphics Help Inquiry
Oh yeah... Happy "B" Day, Bill!
Alright guys, take a look at these two images. The first one is a 4x zoom of the original graphic which is in png format @ 400 ppi. The second one is the same pic but ran through PhotoZoom and enlarged to 4x @ 400 dpi. You'll see that in second pic the edges are more rounded than the first one. This is very important if one is trying to do a project such as the one I'm attempting. Gents, this can be done!
http://www.doomwadstation.com/sector20/mac53/ARM1A0.png
http://www.doomwadstation.com/sector...3/ARM1A0_2.png
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Re: Hi-Resolution Graphics Help Inquiry
Hi GMan,
Sorry to confuse you, I was trying to keep the terminology level down :)
Those algorhithms you mention do a sampling, but they mearly extrapolate so they make bigger colour areas from the sampled pixels.
The S-Spline algorithm used in PhotoZoom works differently so it increases the pixels per inch without overly enlarging the colour area represented by a sampled pixel.
With most monitors displaying 96 ppi an increase in an image's ppi will enlarge the image on screen. I'm not sure how the Doom II engine is handling the larger ppi to display it's flats, sprites, etc.
Most monitors produced in the last few years can actually display at higher resolutions and Windows Vista takes advantage of the hardware. You can select 120 ppi display.
Thanks for the birthday greeting Mac53. I was composing my post and missed yours until I hit submit.
Your examples perfectly show what I was explaining about how the older algorithms expand the pixels colour over a larger area. The S-Spline algorithm compensates and does not expand large rectangular areas to repesent a single pixel from the sampled image.
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Re: Hi-Resolution Graphics Help Inquiry
Quote:
Originally Posted by
Soquili
I'm not sure how the Doom II engine is handling the larger ppi to display it's flats, sprites, etc.
The engine requires a scripting file that tells it to reduce the 4x sized textures to their original size. There can be two seperate entries... one is called a "Decorate" and the other, which is much older, is referred to as "Dehacked". Now, without getting too deep into it, [beacuse this is really not the place for it], these entries allow larger and Hi-Res textures to be entered and displayed, not only showing better detail at distances, but increases the the clarity, color and definition while in the close-up contacts.
You boys would have to see this to understand what it is I'm trying to do for the Doom 2 authoring community. It's a seriously tough job to do and I'm looking to crack it.
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Re: Hi-Resolution Graphics Help Inquiry
Thanks for the info Mac53. I saw references to the Dehacked when I was reading yesterday.
Am I correct in assuming that this Decorate entry also allows you to use png files in place of the bmp files?
If that assumption is correct, do you use 24 bit png files or are you able to use 32 bit (24 bit colour with 8 bit alpha transparency)?
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Re: Hi-Resolution Graphics Help Inquiry
I'm not real sure about the alpha transparency right at the moment, Bill. I have been reading that, I think that instead of the color "cyan", that the Doom 2 engine uses as transparent and especially when the textures are loaded into wad form as "raw data", then the alpha transparency is then supported, replacing the "cyan" color. One step at a time, 'ol buddy! Excellent question though. You know, I'm finding out that you guys here are great... keeping me on my toes.
Oh yeah...BTW... I bought the software... it's a seriously nice piece of work that is definitely needed in my graphics arsenal... thank you for that one!
Actually, with the extension port engines for Doom 2, [Zdoom & Gzdoom, just to name a few], supports the png format in place of the bitmap. Now, here's the thing... I use a program called "Xwe" for extracting and loading textures from and into the Doom engine format, known as .wad. Now, here's the ticket... no matter what format I use to load these graphics into wad form, Xwe automatically converts them back into the infamous 256 8 bit palette. Now, in order to get around this, all texture, flats and sprites has to be loaded into Xwe in "raw data" format and then a "Dehacked" or "Decorate" file has to writen in order to tell the port engine how to handle these entries. Then, it goes on, it gets a little deeper than this, such details that doesn't need to be posted, right at the moment. Now, don't forget one thing guys, I'm only about eight months or so into Doom map building, so there's a ton more I have to learn. I hope I explained this for you okay, Bill!
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Re: Hi-Resolution Graphics Help Inquiry
Wow, yes! I'm a believer now! :eek: :D
So why aren't the bigtime programs like Adobe jumping into the S-Spline algorithm bandwagon? I imagine if they could get their hands on it, or something similar, it would probably be an excuse to jack up the price for the next version...
The sprite enlargement photos are fantastic. PhotoZoom is one software I definitely have to look into.
Looks like you have your work well underway with this program, mac53. Happy hacking...maybe you should get in touch with the "Xwe" program developers to see if there is a workaround for the 8bit pallette conversion.
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Re: Hi-Resolution Graphics Help Inquiry
Quote:
Originally Posted by
Grafixman
Wow, yes! I'm a believer now! :eek: :D
So why aren't the bigtime programs like Adobe jumping into the S-Spline algorithm bandwagon? I imagine if they could get their hands on it, or something similar, it would probably be an excuse to jack up the price for the next version...
The sprite enlargement photos are fantastic. PhotoZoom is one software I definitely have to look into.
Looks like you have your work well underway with this program, mac53. Happy hacking...maybe you should get in touch with the "Xwe" program developers to see if there is a workaround for the 8bit pallette conversion.
There is a way to work around that issue within Xwe, Graf. All I have to do is to load the png's as "raw data", then that way, the Doom 2 engine extension port Gzdoom will do the rest... that's after I write the Decorate file entry telling it what to do, that is!
Come to think of it, I think Adobe does have a software that does this kind of graphics work... don't remember the name of it though, but I do remember it costing around 1,200 bucks.
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Re: Transparency Question
Before converting my sprite textures into the Hi-Res's, I'm transforming the "cyan" blue background into Alpha-Transparency and what's happening is that when the coversion has been complete, I have colored pixels scattered throughout the transparent area. I have to go back and manually transform these back to transparent. A lot of work! Is there some way around my having to do this manually? Some software that will help me out?
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Re: Hi-Resolution Graphics Help Inquiry
Hi Mac,
Did you try keeping the cyan background?
I've never noticed PhotoZoom putting in radom pixels of colour in a transparent png with Alpha transparent background. I have a slightly older version than the trial download now available.
I'll check back later.....have to do some work for my employer (can't enjoy Talkgraphics all day, can I :( ).
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Re: Hi-Resolution Graphics Help Inquiry
Quote:
Originally Posted by
Soquili
Hi Mac,
Did you try keeping the cyan background?
I've never noticed PhotoZoom putting in radom pixels of colour in a transparent png with Alpha transparent background. I have a slightly older version than the trial download now available.
I'll check back later.....have to do some work for my employer (can't enjoy Talkgraphics all day, can I :( ).
Yeah well, it's doing it, brother!!! Now whether it's PhotoZoom doing it or not, because I'm also using Corel's PhotoShop Pro along with Micro's Photo Editor... one of'em's doin it. I'm setting the alpha-tranparency before the Hi-Res process begins. You can't imagine what it's like to try to set it after the process! Much more work involved!!!
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Re: Hi-Resolution Graphics Help Inquiry
Mac, would you mind posting one of the original extracted .bmp files? Or email it to me if you don't want to attach it here at Talkgraphics. You can access my email address by clicking on my username in the upper left of this post.
I would like to play around with one to see what the programs I have available can accomplish.
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Re: Hi-Resolution Graphics Help Inquiry
Quote:
Originally Posted by
Soquili
Mac, would you mind posting one of the original extracted .bmp files? Or email it to me if you don't want to attach it here at Talkgraphics. You can access my email address by clicking on my username in the upper left of this post.
I would like to play around with one to see what the programs I have available can accomplish.
Guess what, Bill...
There's no email contact... maybe I'll send you a pm to see if that works.
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Well, I guess I can't send you a pm either...
I guess we're going to have to find a way to make contact outside the forum... I just checked both profiles and neither of us has an email contact posted. What baffles me is that I choose the option of an email address in my profile.
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click on my user-name and look at "Interests".
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Re: Hi-Resolution Graphics Help Inquiry
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Re: Hi-Resolution Graphics Help Inquiry
Got it... I sent you a zip file...
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Re: Hi-Resolution Graphics Help Inquiry
Your email was waiting for me when I checked this morning.
Looking at the image you have worked with, there are remnants of the cyan background around the shape you want to retain. I was thinking there were random colour pixels in the alpha transparency from your description.
PhotoZoom is not introducing those pixels, they are left by the program you used to erase the background. The images you extracted from Doom II are antialiased to that cyan background. This causes some pixels near the main object within the image to be variations of cyan and the main objects colour. Using Paint Shop Pro's background eraser tool with a limited tolerance can cause some darker cyan pixels to remain within the image. By allowing for a greater variation from the background you can erase those extra pixels.
I will do some tests this evening (I don't have much choice in graphics programs here at work).
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Re: Hi-Resolution Graphics Help Inquiry
Following this thread with the intent of learning something from you two. From what I've been reading, I gather that the cyan background is supposed to be translated to transparent when used in the game?
Just wondering. Is the original smaller extracted picture 8bit 256 colors? So the transparency would be limited to a single color, much like a simple gif file. Now if you were to scale it up with PhotoZoom, you're getting anti-aliased scaling. Now you would also require anti-aliased transparency for the mask. I presume PhotZoom does not scale pictures with alpha transparency? If that is so, you might have to create two files from the original extracted bitmap, one copy of everything, and the other, just the transparency in black and non-transparent areas in white ( something like a 2 bit alpha mask) then scale both, apply the alpha transparency that way (alpha mask from the scaled up 2 bit alpha mask, which should also become anti-aliased) Lots of extra work, but that's a lot less painful that cutting out the scaled up version manually.
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Re: Hi-Resolution Graphics Help Inquiry
Hi GMan,
The sample images that Mac53 provided indicate the antialiasing is present in the original images within the game. See the attachment on the left. The attachment on the right a segment of what Mac53 is getting after making the changes and using PhotoZoom.
Windows uses a single colour (usually magenta) as the transparent colour for toolbar icons and bitmaps used within programs. The colour used as transparent can be selected by the program developer. The makers of Doom chose cyan.
The left attachment is a segment of one of the images extracted from the game. There is an area of lighter and darker cyan pixels near the actual subject of the image. Those pixels would not be erased using the default settings for the Paint Shop Pro background eraser tool.
Those are the pixels that are causing the problem.
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Re: Hi-Resolution Graphics Help Inquiry
Ok boys... Let me prove that it was PhotoZoom the implements the pixels in the transparent area of the graphics. Take a look at these two images:
http://www.doomwadstation.com/sector20/mac53/pixel1.png
http://www.doomwadstation.com/sector20/mac53/pixel2.png
Image 1 is just after I converted the "cyan" background to transparent...
no pixelation... anywhere!
Now, look at the other one, preferably in the area where you see transparency. Look good, like along the top edge, pixelation, aha!!! So, it wasn't Photo Editor after-all. It was PhotoZoom!!! $149.00 crap software! As you can tell, I'm a little upset about what I paid for!
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Re: Hi-Resolution Graphics Help Inquiry
I would not call PhotoZoom bad software, simply not the program that works for what you want. It is still the best program I know of that can increase the dpi (and/or size) of an image with the least amout of pixelation or distortion.
Unfortunately with the small images you are working with and the detail required it may not be the best choice.
It works very well to enlarge a photograph without causing pixelation.
I made a test using the current download of version 2.0 of PhotoZoom.
Working with an antialiased image (attachment on the left). I increased the pixels per inch to 800 and then saved as a 24bit png. As you can see from the attachment on the right there was some antialiasing added (which would be excellent in a photo).
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Re: Hi-Resolution Graphics Help Inquiry
Quote:
Originally Posted by
Soquili
Unfortunately with the small images you are working with and the detail required it may not be the best choice.
Bill...
If PhotoZoom is not the best choice, then what would you recommend then?
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Bill...
My comments about PhotoZoom was not intended as any pokes towards you and if I made you
feel negative in any way... I render to you my apology. I'm just getting a little frustrated with this... that's all! ;-)
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Re: Hi-Resolution Graphics Help Inquiry
No No, I didn't take it you were making any 'pokes' at me. No apology is needed.
I was a bit rushed trying to type the post and handle my 'day job' at the same time.
I haven't had time to try a few things with my personal software collection at home. Have a couple more hours before I can get there to try.
I still think PhotoZoom may be the best because I haven't found anything else that does what it does with the same quality. May need to change the sequence of when the transparency is applied. It may need to be the last step of the entire routine.
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Re: Hi-Resolution Graphics Help Inquiry
Quote:
Originally Posted by
Soquili
May need to change the sequence of when the transparency is applied. It may need to be the last step of the entire routine.
Bill...
I tried that. I tried to change the transparency after the graphic conversion and believe me buddy, that is definitely not the process! I'd be there converting the cyan over to transparency for hours. Simply put, there are some many different shades of cyan, you wouldn't believe. Out of the two methods... converting the cyan to transparency first is the best choice,...
"Scout's Honor"!
;)
I'm biginning to entertain the thought of possible copy-paste procedure... Is that possible?
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Re: Hi-Resolution Graphics Help Inquiry
Have you tried the method I suggested? Making a separate black and white mask image from the original picture, then enlarging both with PhotoZoom and using the enlarged mask version to create the transparency? I'm sure you are familiar with importing grayscale images to create selections and alpha channels in bitmap editors. That should take care of the noisy areas in the transparent portions. If the mask image itself becomes noisy, a little fiddling with the levels control should fix the problem.
If the fringing effect is still present, perhaps you could shrink the selection a bit before filling in the cyan color in the background?
So 8 bit transparency is supported in the game engine. What about the transparency in the original extracted image? Is it 8 bit too? From 256 colors, I would expect only a 1 bit transparency is available. But from mac's last example, it does seem like it is supporting graduated transparency.
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Re: Hi-Resolution Graphics Help Inquiry
Graf...
You are far more advanced in the graphics community than I am... that's why I started a thread here and that's to hopefully learn about graphics editing.
You're being sure that I'm familiar with some of the graphic's techniques is slightly "off base"! It sounds like there isn't too much you can't do with graphics. I envy this! If you're willing to take the time to guide me through some of these processes, I'd sure be grateful.:D
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Re: Hi-Resolution Graphics Help Inquiry
Haha, well, I'm just a hobbyist. I try my best to keep up with the real pros here. You are the pro, since you do this for a living :D .
Here's a little link to masking in PSP: http://www.webreference.com/graphics/column23/
So what you do is to create a copy of the unresized image. In the copy, select the transparent colors, fill it with black, invert the selection and fill that with white. Then use PhotoZoom to enlarge the black and white image. Load the result in the mask channel (via copy and paste? not sure since I don't have PSP, but that's the first thing I'd try.), and you have your selection to play with.
BTW, I downloaded a copy of the trial version of PhotoZoom just to check it out. There are lots of parameters to tweak under the Presets: Generic. Perhaps you could find one which minimizes the unwanted colors? (Artificial Detail to zero perhaps?)
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Re: Hi-Resolution Graphics Help Inquiry
Hey GMan, I'm a hobbiest user of graphics :)
I think your idea of using masks may be the only solution. I've tried everything I can think of and have attempted to use masks but don't have an experience using them.
I'll have to give it another go tomorrow evening as it is past my bed time. Four AM comes way to fast when you don't get to bed before 10:30 PM (22:30 hours for any old military people out there :) )
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Re: Hi-Resolution Graphics Help Inquiry
Quote:
Originally Posted by
Grafixman
Haha, well, I'm just a hobbyist. I try my best to keep up with the real pros here. You are the pro, since you do this for a living :D
Who's the Pro here? No buddy, you've obviously have the wrong impression about me! If by any chance I casted that impression among the forum, even-though it was unintentional, is a mistake! I will make this clear right now in writing on an opened forum... "I am absolutely NO Pro"! I am as green at this, as one could be! I'd like to think myself as a hobbyist, too. It's the Pros that I'm looking for, and man I'll tell you what... finding them is hard or they simply don't respond to these posts.:o
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Re: Hi-Resolution Graphics Help Inquiry
I just want to add this extra post here to thank the forum's two members
for what they are trying to do to help me with this new experience. I'm a member at quite of few forums and a moderator at one of them. I just would like to say that this forum's members has shown what a forum is truely about.
Helping folks who are interested in the same things that they are interested in, and not criticizing those who don't! I thank you guys... I thank you very much!!! :)
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Oh, and BTW Bill... I've been out of the military now for 34 years. 10:30 is fine... ;)
Rest well friend...
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Re: Hi-Resolution Graphics Help Inquiry
:D
You're in good company, then. If none of my harebrained idea works, at least it was a fun way to pass the free time.
Below is a simple diagram of the process I was suggesting. Selecting and filling colors, alpha channels and layer masking I leave to Bill. After you have a nice extraction, you could show the background layer and fill that with cyan. Flatten the image and you should (in theory :p) have a clean transparency for your game.
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Re: Hi-Resolution Graphics Help Inquiry
Listen... I found out that I "Bit off a little more than I can chew"...
Consider this thread Closed...and I thank you very much for your attention and time.
THREAD CLOSED
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Re: Hi-Resolution Graphics Help Inquiry
Darrell that happens to all of us.
I'll lock the thread, but if you want it reopened at a later time let me know.
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Re: Hi-Resolution Graphics Help Inquiry
Unlocked thread at the request of Darrell (Mac53).