Klip Posted December 4, 2022 Sorry if I missed something, I just joined. Anywho, I'm working on a video and wanted to use the Doom 1 Hud's assets in the video. Eventually I learned about Slade to export the hud assets in png form, the only problem is I couldn't figure out how to scale up the textures so they don't blur in 1920x1080. I know they exist in a higher res form (image attached) after playing Doom for the 1st time on a 2560x1440 Res monitor recording at 1920x1080. But, I cant figure out how to export them or find them in a high res, all I can get is the normal image size of them which for the hud file "STBAR.png" is 320x32 which becomes blurred when scaling up to fit 1920x1080 in Premire Pro. I hope I worded this somewhat accurate as I've never had to do this for a video and I want it to look right. I could really use some advice 0 Quote Share this post Link to post
Shepardus Posted December 4, 2022 I don't know anything about Premiere, but you'd want to use nearest neighbor scaling rather than bilinear or whatever it does by default. https://en.wikipedia.org/wiki/Comparison_gallery_of_image_scaling_algorithms 1 Quote Share this post Link to post
Azuris Posted December 4, 2022 See above. If you don't get it to scale it yourself. Open up GZDoom (or else), Scale the Bar and make a Screenshot and cut it out. 0 Quote Share this post Link to post
Lollie Posted December 4, 2022 So unfortunately, Premiere Pro doesn't let you change the way it scales video or images. Your best options are to either do it manually via Photoshop or another image-editing tool (eg: IrfanView, XnViewMP), or to install a plug-in for Premiere Pro (eg: Vizual, GPUResize) to work around this limitation. 0 Quote Share this post Link to post
indigotyrian Posted December 4, 2022 Shepardus is right, you'll want to scale your HUD assets using nearest neighbor (a fancy way of saying "just make the pixels bigger, don't add any blurring") by a particular integer until it's large enough to span your 1080p workspace. Keep in mind a couple of things: 1. STBAR isn't the only HUD lump; if you look closely you'll see that where the "ARMS" weapon counter is supposed to go, there's a "FRAG" counter instead. You'll want to also rip the "STARMS" lump and overlay it. 2. The assets in base Doom are designed for a 4:3 display. You can find similar assets for widescreen displays here: https://bethesda.net/en/game/doom-widescreen-mods 0 Quote Share this post Link to post
Klip Posted December 4, 2022 8 hours ago, Shepardus said: I don't know anything about Premiere, but you'd want to use nearest neighbor scaling rather than bilinear or whatever it does by default. https://en.wikipedia.org/wiki/Comparison_gallery_of_image_scaling_algorithms Yeah, I might of misphrased it but I was trying to upscale the hud elements like the game does to fit the resolution (through SLADE), Premire allows you to scale up images, but these are so small they end up blurred. I was trying to find away to increase the huds asset size like the game does, and export them as pngs so I can use them in Premire. But, I dont know the best way to go about that. 0 Quote Share this post Link to post
Klip Posted December 5, 2022 9 hours ago, segfault said: Shepardus is right, you'll want to scale your HUD assets using nearest neighbor (a fancy way of saying "just make the pixels bigger, don't add any blurring") by a particular integer until it's large enough to span your 1080p workspace. Keep in mind a couple of things: 1. STBAR isn't the only HUD lump; if you look closely you'll see that where the "ARMS" weapon counter is supposed to go, there's a "FRAG" counter instead. You'll want to also rip the "STARMS" lump and overlay it. 2. The assets in base Doom are designed for a 4:3 display. You can find similar assets for widescreen displays here: https://bethesda.net/en/game/doom-widescreen-mods Is there a good way of going about this process? Can I do it in SLADE or do I need to use a different piece of software? I downloaded all the hud assets but I dont know of a proper way to make the pixels bigger. I'm guessing this is how the game does it to make everything fit on proper resolutions without blurring, but idk how to do that myself. 0 Quote Share this post Link to post
Shepardus Posted December 5, 2022 Most image editors should be able to do it (I'm not sure about MS Paint...). Here are instructions for GIMP; the process should be similar for others. Note that when scaling the assets you actually want to stretch them vertically a little, because the original game rendered in 320x200 but displayed on a 4:3 screen. More on that here: https://doomwiki.org/wiki/Aspect_ratio 1 Quote Share this post Link to post
ramon.dexter Posted December 6, 2022 (edited) On 12/5/2022 at 3:29 AM, Klip said: I downloaded all the hud assets but I dont know of a proper way to make the pixels bigger. I'm guessing this is how the game does it to make everything fit on proper resolutions without blurring, but idk how to do that myself. You need to scale up the graphic. That's what engine does. If you don't know how, just ask uncle google "how to scale images". Edited December 6, 2022 by ramon.dexter 0 Quote Share this post Link to post
Klip Posted December 7, 2022 On 12/4/2022 at 10:19 PM, Shepardus said: Most image editors should be able to do it (I'm not sure about MS Paint...). Here are instructions for GIMP; the process should be similar for others. Note that when scaling the assets you actually want to stretch them vertically a little, because the original game rendered in 320x200 but displayed on a 4:3 screen. More on that here: https://doomwiki.org/wiki/Aspect_ratio I did the same thing but in photoshop (I dont have gimp) and it worked wonders. I scaled everything x5 and while I know its not 100% prefect, it gets the job done, thanks for the help (attached is photo example of how im using it) 0 Quote Share this post Link to post
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