Hi-Def Sprite thread (first post updated! 1/9)

Lots of Chun Lis. Not strictly HD, but they have the same size as KoF XII sprites, so I guess they go.

http://img.photobucket.com/albums/v111/mikros/chunnhs72.gif

From left to right and top to bottom:
-Classic
-Alpha
-Alternate from Street Fighter Online: Mouse genereation
-Alternate from SFIV
-Alternate from Chun Li themed pachislot
-Jill Valentine’s
-Cammy’s
-Some clothes from SF: The Legend of Chun Li
-Outfit from Super SFII ending
-Samus’ suit

-Cheerleader outfit from Pocket Fighter
-Outfit from SNES SFII ending
-Li-Li’s (Capcom Sports Club)
-Mai’s
-Tyris’
-Waitress outfit of a Range Murata Pinky
-Sailor Moon’s

good shit :tup:

good shit

I was making quick higher res versions of some sprites to put into the backgrounds of my computers and someone mentioned this thread existed. So I thought I’d share.

http://cubeofb.org/uploads/images/sentinel%20copy.jpg

He’s one I would usually do in Illustrator but I only had PS5 hanging around so i did this quick and dirty in that.

I made him to go into backgrounds like this one: My background.

Wow amazing work, just stumbled upon this thread. Just one thing to remember if you’re doing HD versions of Capcom CPS1/2/3 sprites, the original aspect ratio isn’t how the sprite is displayed. They are all stored at a 1.71:1 ratio and displayed at 4:3 to the screen when you play the game. So when you are blowing them up to do an HD version, you need to change the aspect ratio slightly. So for instance in paintshop pro 7, when you do an image resize, divide the height by .77. Or another way I found that works, take a .PNG from one of my sprite packs and change the image height to 384x 224. Then do the resize and in the ‘maintain aspect ratio’ section, change the 1.714 to 1.33. Easy.

I love the HD versions but I cringe when I see they are all way too fat. I know I am pretty anal about this sort of thing but it comes from working on this stuff since I started ripping the 3rd Strike sprites back in June 2004.

So yeah, keep it going, love to see more stuff from pootnannies, providencangle, blakmind, et all.

-ZF

Dude! Your site is my go-to site for all things SF3 sprite related. Marvelous job on the rips man, really great resource. :rock:

welcome to the club:tup:

all the 3s sprites i’ve done, i’ve taken from your site. did you already resize them to the correct aspect ratio? if not then i’ll keep in mind what you said when i do another one. awesome site btw:rock:

lol, kind of looks like murder face

Oh thanks for the comments guys, appreciate it. Even though I haven’t done anything on the site for years now, I still think about it from time to time and I’m glad people are still finding it useful.

Regarding the aspect ratios, it’s kinda silly that Capcom did it this way to confuse us all, but that’s just how it is. All of the sprites are ripped so that they have perfect square pixels, they just look really bad when they’re stretched in their original form. But when you’re going to increase them by 400-450%, then you might as well correct the aspect ratio as well. Neo-Geo and Guilty Gear X sprites are fine, because those companies designed the sprites in 4:3 resolutions (320x224 and 640x480 respectively).

I really don’t know how else to explain it, but it’s one thing Udon/Backbone did right when scaling the sprites up to be traced. I actually did a search on shoryuken and maybe you can read this thread to understand it better:

http://forums.shoryuken.com/showthread.php?t=177453

later yalls, and keep it up, love this thread!

_JZF

Thanks ZF, and yea your site is the best defacto 3s sprite site period.

I think I can speak for the community we been hoping for years you would do more games as well.

Much :lovin: (no homo)

Thanks!

so Zwei_Fuss, are the sprites you uploaded here: http://www.zweifuss.com/sprites.htm correct in aspect ratio? i was thinking of doing another 3s sprite and i use the ones on that page to work from. should i resize them?

They are “correct” in the sense that they are displayed on the site as they were drawn, but they aren’t designed to be displayed in 4:3. SF3 (like all CPS-1, 2 and 3 games) runs in 384x224. I don’t have the exact numbers in my head (it’s easy to calculate though), but when displayed in 4:3 the sprites are something like 20% too wide.

Yeah pretty much what Jigsaw said. The sprites are correct, just when you blow it up to do the initial tracing you might as well correct the aspect ratio, that’s all I’m saying. It’s really no big deal though, because if you create a hidef sprite with vectors you can just adjust the final image anyway. I’m just talking about the ones that do pixel art HD sprites, that would look pretty fugly if stretched to the correct height after being completed. I think I will construct a post that explains what I’m trying to say using images, and if I may pootnannies, use your Makoto as an example.

-ZF

sure. no problem

OK here is what I was trying to say. Capcom CSP1, CPS2, and CSP3 sprites are actually created in the wrong aspect ratio that they are displayed at when the game plays on an arcade monitor. Here is Makoto as she appears in the original sprite:

But when the game is played on an arcade machine in real life, here is the same sprite but ‘stretched’ to a 4:3 ratio:

That is what it looks like when played on a real monitor, as far as aspect ratio is concerned. You’ll notice Makoto is taller than in the sprite.

So when stretching these up to 4.5x the size of the originals, here is one way you can fix it to get a nice aspect ratio. First, change the canvas size of the sprite you have to 384x224.

Next, do a pixel resize with a percentage of 450, but at the bottom of the dialog change the ‘maintain aspect ratio’ option to 1.33. After you crop all the extra edges away, you’ll end up with an image like this:

After doing all the HD work on it, you’ll go from something like this (your original):

to this:

What it works out to as well is take your original HD versions and keep the width at 100% when you resize, and change the height to 129%.

Hopefully this helps anyone out when doing a resize from a Capcom CPSX sprite.

-ZF

thanks Zwei_Fuss. i’ll keep this in mind when i do another one

that makes 3s sprites even more impressive.
they made them all wonky and they all still turn out perfect on creen.amazing.

Insane work, you’re just crazy friend!
I really love it.

the arms look totally over defined though.

if he had gone with a little artistic licence when going over the sf4 imagme it couldhave turned out much better.

so what do you gusy think?
i really would prefer something like that to a straight just filter port.
i find all the low res layouts of numbers and letters to be the most visually imparing thing in old fighters.

the sprites are too busy moving to be that bad but when you need to glance for meter and life info you get wammo’d with blocky eye burn of death.
imho.