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.
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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