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> Making Characters doubleres=4 compliant.
Messatsu
  Posted: Oct 2 2004, 03:34 PM
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.5,.5


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aokmaniac13
  Posted: Oct 2 2004, 06:08 PM
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wow my sprites look so much better with double res without even doing anything :D


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Kung Fu Man
Posted: Oct 5 2004, 08:28 PM
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Refining this furhter:

It works best to resize capcom sprites in the manner I mentioned if you first resize (not resample) the image's border to 384x224 first, then the 400%x500% increase, then reduce the images size to 768x576 pixels.

The image comes out clean, from what my testing has shown, and much better than my previous method, as this puts the image in a definite 4:3 ratio.

This post has been edited by Kung Fu Man on Oct 6 2004, 12:53 PM

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Kung Fu Man
Posted: Oct 5 2004, 08:29 PM
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And on a side note (sorry about the double posting) this will work correctly for JoJo sprites also:

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Shin DIO
Posted: Oct 6 2004, 01:38 AM
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For JoJo, not quite sure about the correct CPS resolution....

That is, unless you mean PSX JoJo...
And even like that, i have to make a comparison of PSX against DC/CPS3 JoJo sprites...i'm not 100% sure if the character sprites ratio is different in those games...only the stands, which is a given...too bad i don't have a Self bootable JoJo)

If there's a change, i assume it has to work with SF3 as well (Not sure if CPS3 runs on the same resolution as CPS2..we need NG-mahn for that)

If so...i have to see a 4:3 Remy =O

Edit:
Resize & rescale is pretty much the same, you should change "rescale" in your post by resample (you know, when you get blurry edges)

This post has been edited by Shin DIO on Oct 6 2004, 02:41 AM
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Messatsu
  Posted: Oct 6 2004, 02:45 AM
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NG-mahn or CPS3 docs that say 384*224


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Kung Fu Man
Posted: Oct 6 2004, 03:12 PM
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Fixeded the post.

As for CPS-3: pretty much the same deal, with some exceptions (Abyss's 3 forms were designed for 640x480 windows, it seems, as was the MvC2 cockpit)

QUOTE
If so...i have to see a 4:3 Remy =O


Done. ;) Also tested on other SF3 characters: Poison, Necro, and Chun.

Will work on Cyberbots also (tested on Z-Akuma).

This post has been edited by Kung Fu Man on Oct 6 2004, 03:13 PM

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Shin DIO
Posted: Oct 7 2004, 04:43 AM
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I have to post an example of Hiryu soon, with both methods (old and new) anyways...

That Remy rescale confirms my theory.

>:)

Guess what it was?
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Shin DIO
Posted: Oct 10 2004, 07:41 PM
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No one? Well, Remy's elf shoes now look somewhat normal.
I wonder if a rescale fixes Makoto's huge hands and feet.

I tried the old (resize cropped image) and new (resize uncropped image) methods and i still end up with double pixels appearing at random places (not fixed places).

I guess i figured why, for the next example, i'm attaching an image for comparison.

First one, Hiryu resized X2, no scaling.

Second, first method, note that double pixels can be found in parts of the scarf, face, utility belt, hands, looks like part of his pants (left leg) was cropped...not a good result.

Third, new method, the sprite's position was in the center of the screen, slightly better, but doubled pixels are still there, in some parts

Fourth, same as above, BUT, the sprite's postion was in the bottom left corner, as you can see, sames as before, doubled pixels are still there.

So...the position of the sprites changes completely the place were double pixels appear, when rescaling, we have to make sure that the placement is the same, or else, we're going to face lots of unnecessary retouching, inconsistent rescales...

At least that's what i've found.

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Shin DIO
Posted: Nov 19 2004, 08:53 PM
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Not much activity here, already...but just in case someone is keeping track of the topic:

If you're too lazy to resize manually, leave mugen all the work.

Doubleres = 4 (NEEDED, unless you want to see your character with lots of misplaced pixels)

And in the character's scale,
xscale =1
yscale=1.2
Rescaling the projectiles is up to you.
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