A comprehensive upscale pack for Blood using NBlood/Raze - Please read notes in description
NOTE: The current mainline NBlood builds do not support indexed hightiles which is required to get correct palettes in this upscale pack. If you want to play with NBlood you have to use the included build.
The new upscale pack utilises indexed hightiles (as with the Duke Nukem ERP)
While most of the sprites are unchanged from v2.07, Dzierzan's SmoothBlood has been integrated (can be easily disabled for those who prefer playing without it) and the vast majority of world textures are new. Here are some side-by-side comparisons with the original textures
(utilising Necrobitz XHD texture)
(incorporating original photo)
Here's a video by Green Tea Gaming of the upscale pack in action
Note: This version is NOT supported by BloodGDX or Blood Fresh Supply
Thanks!
Perfectly working in Blood.
Crash hitting a corpse in "NOT SO FORGOTTEN CATACOMBS", maybe it needs a dedicated def file?
That's interesting, can you provide a screenshot of where in the map the crash happened? Did you play it with or without the SmoothBlood additions?
ONLY with SMoothBlood! -> Postimg.cc
Ah, any chance to see the trilinear filtering working in NBlood? It's in the same state (not working) of EDuke32?
It works with texture filtering in Raze. My understanding is the way indexed hightiles work in NBlood makes it incompatible with texture filtering.
Thanks man, much appreciated!
Your readme says nblood needs a build with indexed hightiles enabled. I have searched for other nblood versions, but couldn't find any that stated this exact setting. Do you have to compile the build yourself or can you enable a setting in an ini? I'm not enough into Blood sourceports to get this working.
I didn't compile the build myself. I'll forward the question to NukeYKT. It should be a separate branch in the repository.
However if you're using Windows then the build included with the mod is built with indexed hightiles.
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Working in BloodGDX with some changes.
No, it doesn't. You can get it to load the upscales, but all the palette swaps will be the wrong color.
Download doesn't work, can anyone else confirm this problem?
You can't download, or the file downloaded doesn't work for you?
Looks GLORIOUS in Raze! Although I'm confused as to what the Alpha smoothblood file is for. Does that have smooth animations for enemies or something?
It changes some of the weapons to use alpha sprites
Is Cryptic passage not supported? In Nblood some objects, like boats at the very start of the addon, use the wrong textures. On the other hands gdx version of this upscale pack works just fine with Cryptic passage.
Have the same issue
phredreeke answered this recently in a different thread: (to quote him)
Aug 20 2022
"Sorry for the late reply. The problem is that with NBlood there is no way to distinguish between Cryptic Passage and the regular game. I decided at the time to not support it rather than make some kind of dirty fix, hoping that a better solution would come up in time."
This is a must-have addon, fantastic job! Together with Voxel Pack and HD Hud it creates the perfect "refreshed" or vanilla+ version of Blood. Interestingly everything works fine with latest Nblood build (not the one provided with this Upscale Pack), not sure how and why.
Quick bug report - so far I noticed Upscale Pack works flawlessly on base game (Cryptic Passage is bugged as others mentioned here) and mission packs that stick to vanilla graphics elements, like Death Wish. But I encountered crashes on very specific places in other map packs. For example it crashes on both first levels of French Meat 1 and 2. French Meat 1 - crash just after passing the first two zombies that crawl from graves. French Meat 2 - crash after entering the bar / saloon where you encounter first cultists. Fleshed Out - first level, crashes just before you try to enter the room with lots of rats in aquarium. Both French Meat and Fleshed Out work just fine if I remove the Upscale Pack from autoload folder, so I'm guessing there are maybe some conflicts with certain custom elements from those map packs.
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Please release a Fresh Supply compatible version. :(
No. I tried to get upscales to work on Fresh Supply but it requires way too much hackery to be worth it (and it would only apply to "live" enemies anyway)
Have there been any changes to newer versions of NBlood that allow for indexed hightiles? Since the included build is a bit out of date I would prefer to use something more recent. Thank you for your work!
Yeah indexed hightiles has been merged to mainline
Cryptic Passage is so messed up with the upscale pack... Monster sprites replacing certain wall textures, etc.
Yes. It's because of the inability of EDuke32-based ports to conditionally load DEF files only when a specific addon is running. I left it as is because I was expecting a fixed version of Cryptic Passage to be released with its textures remapped outside the range used by Plasma Pak's monsters
My bad, I should have mentioned I'm on Raze. Doesn't it have a filters feature? As a last resort maybe rip Cryptic Passage into a standalone mod (like that well-known script for ripping Alien World Order outta World Tour), rename it and use the "filters" thing on the upscale pack’s side to load the addon-specific stuff once it sees it’s not the base game? At least for Raze.
But wait... On Raze the broken textures in Cryptic Passage were like a dozen random wall tiles across the various levels replaced with some frames of the Beast, or to be more precise the Beast frames were slapped onto the walls like decals, their alpha filled by an underlying texture that clearly wasn’t part a Beast frame itself. It looked like lifesize Beast stickers in random places. That was enough to make the game look screwed but perhaps it’s not *exactly* the eduke32 phenomenon you are talking about? I genuinely freaked out when I saw that thing literally come out of the woodwork before I realized it was a mere texture... This was the first time the game actually scared me in some 15 years...
BTW I vaguely recall that when I started Wanton Destruction with the Shadow Warrior upscale pack loaded and then aborted a session to start the vanilla campaign without quitting the game to desktop, the green Guardian dude suddenly was the height of a toddler. Something wrong was going on with the monsters that were totally reskinned for Wanton Destruction, it happened conditionally but I can't fully remember or check right now. It felt like sprite heights were wrongly carried over / not refreshed properly between SW and WD, and it happened only with the upscale pack.
The wizard replacing the guardian is rather short, if my memory doesn't fail me his height unexpectedly applied to the guardian when I first started the addon then chose to abort the run in favor of starting the vanilla campaign...
I also remember I somehow wasn't seeing ten foot tall wizards if I first started vanilla and met some guardians then started the addon.
Raze supports filters. NBlood doesn't. Given the negative reception I had previously gotten for using BAT files to launch mods with different configurations, I decided to give up CP support for v2.1, expecting a better solution to come up in time.
As for your experience with the SW pack, I don't see how that could have happened in Raze as you can't switch between the normal campaign and expansions without restarting.
See my "UPD" comment below, it's probably permanent but only affects Twin Dragon. I’ll give it a check once I have time. I clearly remember super short Guardians while running the SW pack, and I clearly remember seeing normal Guardians most of the time. Guardians in just Twin Dragon mistakenly assigned the height of Wizards from Wanton Destruction is probably what I was running into.
Did someone say they intended to fix the offsets for CP in the future?
What could be wrong with launching mods via .bat scripts?
Beats me. HRP didn't do it, so they hated that I had my upscale pack do it. I actually figured out a way to make it work in EDuke32 without the BAT file though (but that method wouldn't work for Blood)
I ran Twin Dragon with and without upscale pack and the Guardian looked the same size in both.
As for the fixed CP, it's coming. I've been nagging them to release it
Okay I'll try to reproduce the borked guardian bug. It had been haunting me for a while but Raze has seen quite a few updates since.
UPD: my memory likely *was* failing me, now I remember more clearly: it’s the guardians in Twin Dragon who were being reduced to the height of their wizard counterparts in Wanton Destruction while running the Shadow Warrior upscale pack. Looks like it forces the same entity height for both expansions, probably for the zombie ninja / Chinese hitman duo too.
Hello and thanks for the great pack. Although it works great on its own both with Nblood and BLoodGDX, it seems to disable the HD HUD pack. When I place both zips in the autoload folder, the HD HUD is disabled, both in Nblood and BloodGDX. Anyone facing the same problem? I use the gog version of Blood OUHB.
DEF files in EDuke32-based source ports are not cumulative. The last one loaded overrides the rest. The voxel pack works because I took that one in account when making this mod.
BloodGDX and Raze handles it differently, hence why combining mods is easier with those ports.
But the HUD doesn't work even with BloodGDX
I just tested it and the HUD doesn't work without the upscale pack either!
You need to copy the file HUD.zip from Xrosss_HD_HUD_Module_r1.35.36.zip to the Blood autoload folder. Once you've done that, it will work. but the blood effect on the top of the title screen will flicker due to Smoothblood adding additional tiles. You can disable this by opening bloodgdx.def inside the upscale pack zip and adding two slashes // in front of the third line starting with rffdefineid
Now the upscale pack will run with the HUD mod without flicker
Ok, so I was trying with the zip file uploaded here, named bloodupscalepack.zip. I noticed that you mention "This version is NOT supported by BloodGDX or Blood Fresh Supply".
I downloaded the zip file you uploaded on December 2021, named bloodupscalev21gdx.zip, compatible with BloodGDX and it works just fine! The HUD also works but with the flickering you mentioned. Fixed it following your suggestion. Thanks a lot!
Simply beautiful and it worked easily like a charm. Chef's kiss MWAAAA
I forgot. This might have the best sprite upscaling I've ever ******* seen. It's really crisp and you can barely tell they're upscaled, they look like the originals were always that hires, it's something else.
Just for that I'll say this mod is worthy of a medal along side other mods of the same ilk like the RE4HD one, while the textures aren't as crisp, they don't need to be, it doesn't even need fancy lighting effects with just how good it looks. These sprites however... Damn, I need someone to make Doom sprites this good
When I play this, the voxel for one of the armor pickups is swapped with the tesla cannon voxel, so I think I'm picking up a tesla cannon and it's actually an armor pickup. I saw this in the phone booth secret in E1M2.
that's weird, it shouldn't be touching the voxels at all