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Re: Hires Chars (analysis and images)

 March 09, 2018, 05:06:44 pm View in topic context
 Posted by AlesRos  in Hires Chars (analysis and images) (Started by AlesRos March 09, 2018, 03:15:43 am
 Board: M.U.G.E.N Discussion

Yeah, the lo-res sprite looks better.  I'm not really digging this conversion attempt, not even when it was done to KFM.  The only way to do lo-res sprites into hi-res is to do an HD remix and redraw all the sprites from scratch, which is even more time consuming and probably not worth it in the end.  Just leave them lo-res, they're fine enough like that.

Hi Baby Bonnie Hood, you look so nice in Hires...

And the dog now is small  ;D

i think the hi res sprites look beautiful in game but mai sprite all huge like that it doesnt look good. but i assume it looks good in game.

Here we go...

those look really good, man.
if every CVS character in my MUGEN was like that, it would look so much better hehe

Its a fact. I'm just waiting for the new Fighter Factory and the party will start  ;D

Reshade with decent scanlines implementation looks a lot better and can be done on the fly without characters patching.

I have no idea what are you talking about. What kind of reshade is this?
Maybe this?

If you're referring to the ENB (used in Skyrim / Fallout and other games) I've already tested it and the difference is not as great as using the filter (image resizer).

But I must admit, I like scanlines effect.
If I am not wrong we had this in the old versions of mugen and it was very cool. Unfortunately it does not exist in 1.1 and I also failed to make the effect work with the reshade. It would be nice if someone would send me the files with the scanline applied or teach me how to set it up correctly.

IMO those are useless if you are trying to achieve a "hires" effect - all they are doing is applying smearing/edge smoothing onto square pixels.
In mugen terms, I always thought "hi-res" specifically refers to the resolution of 640x480 instead of low-res 320x240 - why they call that a Hires filter is beyond me. . .

I do not know the right answer because I did not create the first char of this type. This process has already been done for some time and if I'm not wrong Kung Fu Man in 1.1 has a similar effect. Is not something "new".

I understand that the "HD" name (High Definition in this case) is for chars already created/made in high resolution because in fact, they have more definition. KOFXIII chars for example.
And for old chars (Marvel vs Capcom, Capcom vs Snk, Street Fighter Alpha series, etc) they always call "Low-Res"

I can't call them High Definition after the filter because they were not created in "high definition" and in fact, the filter does not leave them in high definition. We can not see Mai breasts better. We can not see Mai hair with more details. That's not possible. What we see in general are the pixels leaving.

The filter only doubles the resolution by applying an effect. I think the "term" Hires is fine because after the effect you have High Resolution only (4x in that case). Definition? No, this was never the goal.

You know what... I have no idea what the hell i'm talking anymore...

Re: Hires Chars (analysis and images)

 March 09, 2018, 04:17:47 am View in topic context
 Posted by AlesRos  in Hires Chars (analysis and images) (Started by AlesRos March 09, 2018, 03:15:43 am
 Board: M.U.G.E.N Discussion

this looks very bad,  take a look at mai's left hand  on the far left you can see her individual fingers on the far right its just a blurry mess. When you apply a shitty filter like that you just lower the sprites's quality. Its different in emu's not to mention they have blurring mugen does not.

So, are you saying that this

Is better than this


(Oh Christ...  :rolleyes5:)

Yea, just no. My eyes just hurt with the first sprite.
And you can not expect miracles considering that the hires sprites are not done manually.

But I'll respect your opinion. That's fine.

really cool! i'm just wondering how many characters will u turn into hi-res

By now I'm just testing.
I'm waiting for the new Fighter Factory because surelly the converting process will become easier with the new version. (I hope  ;D)

Hires Chars (analysis and images)

 March 09, 2018, 03:15:43 am View in topic context
 Posted by AlesRos  in Hires Chars (analysis and images) (Started by AlesRos March 09, 2018, 03:15:43 am
 Board: M.U.G.E.N Discussion

I'm doing some tests about Hires characters and seeing if it's really worth it.

it's a bit difficult and time-consuming process to turn a char low-res into hires but with the next Fighter Factory I believe will become easier.

Some can say that the difference is minimal but I'm really enjoying the result.

In the example below I applied the XBRz 4x filter using Image Resizer software

My mugen is at 850 x 480 resolution (yes, not 1280 x 720) and chars with localcoord 427 (less pixelated results)

And here is a comparison between diferent filters

Original vs XBR 4x filter <NoBlend> vs XBRz 4x

Oh yes, I forgot to say that Vanity Paradise stage is Hires too

Re: Cyber Akuma MvC [HI-RES] by Scar & RAMON GARCIA

 March 06, 2018, 10:56:33 pm View in topic context
 Posted by AlesRos  in Cyber Akuma MvC [HI-RES] by Scar & RAMON GARCIA (Started by Ramon Garcia March 06, 2018, 04:50:55 pm
 Board: Edits & Addons 1.0+

Very nice :)

Obs: Vocês que estão trabalhando nos chars Hires tem algum grupo para se comunicar? tipo um grupo no Whats ou grupo no face mesmo.
Vi que existe um grupo do face na sua assinatura porem seria interessante criar um grupo apenas para o pessoal que está trabalhando nos chars Hires (que pelo que vi tem pelo menos uns 3, não tenho certeza). Eu gostaria de conversar com vocês.

Re: Fighter Factory Studio coming on April, 4 - support us now!

 March 05, 2018, 01:12:46 am View in topic context
 Posted by AlesRos  in Fighter Factory Studio coming on April, 4 - support us now! (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

I'm really looking forward about the new Fighter Factory. The reason? HIRES chars. :)
As Ramon said on the previous page, we are hoping that the process of turning chars into HIRES become easier.
Currently it is necessary to transform the sprites group by group through the option of image editor and this unfortunately takes a lot of time.
I mean, basically you need to:
Image Editor> Open From> Current Group> Image> Properties> Image (Again)> Resize and repeat the process for each group...

An easy way to fix this would be to allow you to select all the sprites of char (and not just the groups) and through that make the resize process only once. It would be incredible....
Yes, I saw the image posted by Virtual Tek on the previous page and now i'm so excited, can't wait anymore :)

I have a suggestion (which I do not know if it was already suggested or even added in the version you're doing your Fighter Factory)
When you have to add new sprites on the SFF, you need to tell them which group you are adding these sprites, as we can see in the image below:

My suggestion:
The program could detects the group and the sprite according to the file name.
For example, if you have the sprite file with the name of 0,0 in the folder, this means that Fighter Factory will understand that this file will be part of group 0 and therefore sprite 0.
So if you have a folder with several sprites such as 0,0, 0,1, 0,2 (and so on) these sprites when they are added will automatically drop into the Group and Sprite related number.
That would make it a lot easier and would be great!

Eu tenho uma sugestão (que eu não sei se já foi sugerido ou até mesmo adicionado na versão que você está fazendo do Fighter Factory)
Quando você manda adicionar novos sprites no SFF, você precisa dizer para ele em qual grupo você deseja adicionar os tais sprites, como mostra a imagem abaixo:

A minha sugestão seria o seguinte:
O próprio programa detectar o grupo e o sprite de acordo com o nome do arquivo.
Por exemplo, se você tem o arquivo de sprite com o nome de 0,0 na pasta, isso significa que o Fighter Factory vai entender que esse arquivo vai fazer parte do grupo 0 e portanto sprite 0.
Então se você tem uma pasta com vários sprites como por exemplo 0,0, 0,1, 0,2 (e assim por diante) esses sprites quando forem adicionados irão automaticamente cair no número de Grupo e Sprite relacionados.
Isso facilitaria bastante e seria ótimo! Fica aí a sugestão!

Re: Mugen Multiverse - Cross generation of fighters - 720p - 1.1 Only.

 February 04, 2014, 02:35:26 pm View in topic context
 Posted by AlesRos  in Mugen Multiverse - Cross generation of fighters - 720p - 1.1 Only. (Started by duracelleur January 22, 2014, 02:04:48 am
 Board: Your Releases, 1.0+

Forget, was version problem  :)
I was with another version of VSelect here, so as I saw the argyone post  I figured that the problem could be that. Went to the site and downloaded the version from there and it worked  ;D

Re: Mugen Multiverse - Cross generation of fighters - 720p - 1.1 Only.

 February 02, 2014, 12:19:24 am View in topic context
 Posted by AlesRos  in Mugen Multiverse - Cross generation of fighters - 720p - 1.1 Only. (Started by duracelleur January 22, 2014, 02:04:48 am
 Board: Your Releases, 1.0+

It is a good screenpack, but unfortunately it's not working with Vselect :(

Any idea? I tried running as administrator, nothing worked.
Please, it would be nice if it worked with Vselect, I always use it.

Re: Marvel vs Capcom 3: War of Heroes

 July 09, 2010, 08:54:13 pm View in topic context
 Posted by AlesRos  in Marvel vs Capcom 3: War of Heroes beta 2 (Started by artboy2oo7 June 21, 2010, 08:08:14 pm
 Board: Your Releases, 1.0+

link off?  ???