

The bigger issue here is the limited palette, you might upscale it nicely, but if you can't represent the new intermixed colors, its meaningless.Īs for upscaling the coordinate system: this would require replacing a ton of code unless you do some weirdness purely on the client side (by abusing the gfx coord list, but even then.). DT1's also have their own size limitations, due to the way floors/roofs are encoded (walls though use an arbitrary amount of pixel blocks, so that is fine), these require writing a whole new decoder to get around. DCC files are limited to approx 200x200, due to the limited size of the decode buffer. Upping it requires a few minor code edits. Or are there any other problems you see that I am currently unaware of? Or any other suggestiong?ĭC6 Files are limited to 256x256 (due to 3dfx cardsa at the time having a max texture size of 256x256). What do you think about it? Will the image size be a problem for the game image formats? Could the underlaying grid be also extended? In that case all textures regarding surface (monsters, characters, map tiles, missiles etc.) would be rescaled by a factor of 2. Don't know if the factor 1.8 is ok in this case - maybe the float would cause problems, but maybe a factor of 2 would be okay.

#Diablo 2 texture mod mod#
So I have this idea - a FullHD mod (but with 4:3 ratio - 1440x1080), but no zooming out - everything stays in place, just like in the 800圆00 resolution. I've even seen some quite impressive examples of some locations in D2 upscaled using the same technique.

The results are rather good (monsters looking good - for example when the Fatality model is being used - the one in the middle in the image grid). It's going to get awkward fast.Since Diablo 2 remaster wasn't even announced (by Blizzard) yet, what stops us from creating our own remaster mod for Diablo 2? Just to be clear - when I say remaster, I mean only higher resolution with upscaled images, nothing else.Įven though we have some HD mods, all they do is just zooming out, leaving the original textures in low resolution.īut with the AI / machine learning boom, we have some new possibilities - as I've demonstrated today in this reddit post. Think collision: if an enemy swings a weapon at you and you're 4x bigger, that weapon won't really be hitting you unless it's smacking you in the center of the chest. That's going to screw with the game engine a lot because it expects everything to be a certain size. If you crank up the resolution to remove the pixelation everything gets really small so then you need to increase the size of the sprites. Because the game is 2D, the graphics engine can't simply render everything at a higher resolution.
#Diablo 2 texture mod mods#
Why are there no graphics mods for Diablo 2? I really don't know for sure but my guess is the fact that it's 2D and low resolution really limits your options. After editing them, you need to either modify the original to stuff your edits back in the original combined file or, Burning Hells willing, the game has built-in support for mods and will read an alternate file on request.Once you figure out the file format, then you need to actually edit them.Images for games aren't necessarily going to be PNG or TGA format. A lot of games use custom file formats, especially if it's a non-standard file like level data. Once you decrypt them, you need to know the file format.Even if you find the files, opening them in an editor would be useless because they can't be read. Most games now encrypt the files so you can't tamper with them.

If you're lucky, you can find the animation control data and add frames. Ultimately, somewhere in the game's data files, something somewhere tells the game "this is the image you use to draw the Druid and here is the data for each frame".
