User Activity

  • Modified a comment on discussion General Discussion on DxWnd

    Yes, if you add HIBOB.DAT with missing sprites you can see the surfaces. (See picture) I wonder what could happen if we manually patched the game executable doubling these figures (it could be easy if they were constants). Wow, is that something you can do!?! I uploaded 2x HIBOB.DAT and 2x LOCOP.DAT. The 2x LOCOP.DAT is at a similar size as HIBOB.DAT now but rrload.exe is causing some color issues (see picture). I believe because of the palette and the recent changes for the greyscale.

  • Posted a comment on discussion General Discussion on DxWnd

    Yes, if you remove HIBOB.DAT and LOBOB.DAT you can see the surfaces. (See picture) I wonder what could happen if we manually patched the game executable doubling these figures (it could be easy if they were constants). Wow, is that something you can do!?! I uploaded 2x HIBOB.DAT and 2x LOCOP.DAT. The 2x LOCOP.DAT is at a similar size as HIBOB.DAT now but rrload.exe is causing some color issues (see picture). I believe because of the palette and the recent changes for the greyscale.

  • Posted a comment on discussion General Discussion on DxWnd

    Yeah, I did some more tests and I think HIBOB sprites are already at the max res of what the engine swallows. :( The good thing is that everything else (buildings texture, pedestrians, cop, objects) is in a very low res like LOBOB and can be enhanced to the same quality as HIBOB.

  • Posted a comment on discussion General Discussion on DxWnd

    Nice explanation! I edited manually a sprite doing the linear method like you suggested, I tried to reduce the sharp edges adding new pixels between but it is only possible if I enlarge the sprite first because the original sprite is already so small that I cant add more pixels to smooth the edges. To see if it works I resized ALL sprites to double the size (200%) and imported it back to HIBOB.DAT with rrload. (6 mb HIBOB file size), but sadly the game crashes. 150% resize crashes the game too. It...

  • Posted a comment on discussion General Discussion on DxWnd

    Maybe we should try to import bigger spriters and see if the engine swallows it. Atm if I resize a sprite and import it back to HIBOB.DAT the bikers sprites get out of sync. We know that the game engine accepts 2 sizes, LOBOB and HIBOB. Maybe we should compare both files to see the differentes and try to create a new HIBOB version with a different file size where all sprites are bigger then the original HIBOB sprites. Try this HIBOB.DAT I edited with a hibob.dat.47.bmp double the size of the original...

  • Posted a comment on discussion General Discussion on DxWnd

    I was able to import an edited a sprite without breaking the color too much. The problems are: 1. It looks very similar to the original sprite. Because of the limitations of the color palette. 2. I cant add too much smooth effects or it will break the color. (Like in the last post) 3. I dont see any big improvemente because the sprite size still the same, that means the pixels are still too big to create smooth edges. If we could import bigger sprites it would look a lot better then trying to keep...

  • Posted a comment on discussion General Discussion on DxWnd

    Almost! The background color is right, we have transparency again. Unedited sprites have the right color now.

  • Modified a comment on discussion General Discussion on DxWnd

    Im trying to understand the bmp files better, maybe I can find a way to edit and save a bmp file that is compatible with the game engine. I found some information that may be useful. BITMAPINFO structure (wingdi.h) https://docs.microsoft.com/en-us/windows/win32/api/wingdi/ns-wingdi-bitmapinfo?redirectedfrom=MSDN BITMAPINFOHEADER structure: https://docs.microsoft.com/en-us/previous-versions//dd183376(v=vs.85)?redirectedfrom=MSDN BITMAPV4HEADER structure (wingdi.h) https://docs.microsoft.com/en-us/windows/win32/api/wingdi/ns-wingdi-bitmapv4header?redirectedfrom=MSDN...

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