CalisDraws Posted June 24, 2022 Share Posted June 24, 2022 4 hours ago, Laserschwert said: Yeah, I've already played around with keying out the sky to reduce the texture there. But after all, they are still supposed to be paintings, so even the sky would have texture. Looking at the DOTT marker paintings, I've noticed that texture gets stronger the darker the color is - which makes sense, as the paper gets wetter, it roughens more. I'll incorporate that in my next version. Until then, enjoy some aspect ratio-corrected screens with some hastily upscaled Sam & Max sprites (until someone more capable than me redraws them in HD). OOOHHH I Hate!! The look of upscaled pixel art characters!! Pixel art is so precise and deliberate and these kind of smoothed up versions completely erase that... Link to comment Share on other sites More sharing options...
ThunderPeel2001 Posted June 25, 2022 Share Posted June 25, 2022 Love them! I like the texture, too. It adds some life to the backgrounds. As for the typography, the original artwork (in Rogue Leaders) gives clearer intention, but your tests really bring the whole thing to life! Also I just found this website... loads of cut lines I never knew existed. Including a dead guy under the DeSoto... Sam: That'll teach him to break our antenna https://tcrf.net/Sam_%26_Max_Hit_the_Road 2 Link to comment Share on other sites More sharing options...
MusicallyInspired Posted June 25, 2022 Share Posted June 25, 2022 Been seeing these on Twitter. Incredible work! Looks spectacular. And far better than DF's work (especially on Full Throttle!). How I wish we could use these as asset replacements in ScummVM. Alas, that's reserved for SCI games via ScummVM-Ext for now. Link to comment Share on other sites More sharing options...
RasAlGul Posted June 26, 2022 Share Posted June 26, 2022 (edited) Hi all, i saw these pictures and i got an instant goose flesh. Do we really expect a remaster of Sam & Max? Or is it a privat only project? How we can support the builder so that we all can enjoy this experience? Regards RD Edited June 26, 2022 by RasAlGul Link to comment Share on other sites More sharing options...
BeleG Posted June 28, 2022 Share Posted June 28, 2022 On 6/25/2022 at 11:43 PM, MusicallyInspired said: Alas, that's reserved for SCI games via ScummVM-Ext for now. I thought the developer of ScummVM-Ext had abandoned the project? I remember him saying something like that he was disappointed by the lack of interest of the community so it wasn't worth continuing. I was quite surprised because I couldn't be more excited by the prospect of someone finally supporting asset modding in ScummVM! Link to comment Share on other sites More sharing options...
Thrik Posted June 28, 2022 Share Posted June 28, 2022 Well, they did choose to start with supporting Sierra games — no wonder! 😅 2 Link to comment Share on other sites More sharing options...
Momomomo Posted July 1, 2022 Share Posted July 1, 2022 Those upscaled Sam&Max backgrounds looks perfect in my opinion... 😮 About the ScummVM and modding backgrounds... each engine has it's own trickery inside, so It would have to be added engine y engine, game by game... too much work Somewhere on the ScummVM forums I read something about they being more inclined to a realtime AI upscaler than to mod-packs... as with image pack you have to provide modified-copyrighted-material.... but hey, there are mod-packs for the music, doesn't it? Anyway, although maybe, SCI games are far easier to mod, I was completely blown away by ScummVM-Ex project ... I would love this kind of treatment for more games, specially other engines. 1 Link to comment Share on other sites More sharing options...
Lechuck Posted July 4, 2022 Share Posted July 4, 2022 This is amazing. Could this also work with the Monkey Island backgrounds? I'd be curious to see what doing this to, say, the Melee town scene would look like, or the main Woodtick panorama. Link to comment Share on other sites More sharing options...
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