lakhnish

A Request for Better Resolutions on Items

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Terra_Zina    4,680

You must have a hawks eye to spot these things. I never even noticed!

The again, I'm used to playing on low quality because my computer is doodoo.

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AdventZen    812

From an artistic standpoint, reworking the quality of an item is fairly similar to creating a skin, but instead of working from scratch, you already have a very strict base on how the item looks/moves with every animation;

For some items (namely ingredients such as rope, with no other use than to create more items), it's as simple as redrawing the item, but for most hand/chest/head-slot items, there's animations to be taken in consideration, and given the frequency at which skins come out, I don't believe the resolution bump will be a fast process, at least not while RoT is in development heaven. (Thanks for the thorough dedication and frequent updates, ya'll <3)

I'd absolutely love to see a "Hi-Res Textures" option in the settings, but it might take some time for that, IMO. It is really odd, however, that new items still suffer from low-res images, so I assume the time-consuming nature of redoing assets is not the only problem.

Can someone ping an artist from Klei? I'm not very familiar with the devs and their forum-names D:

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X-lem    215

My biggest struggle with the low res images is that it makes it that much harder to tell the difference between items when they are all thrown on the ground. This is especially the case when skins are used. 

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Well-met    1,200

Absolutely agree.

As somebody with a character mod that uses 1.5 scale, it's extremely obvious.

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Warbucks    2,763

I wish one day the textures won't look so low res

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Sinister_Fang    8,134
2 hours ago, AdventZen said:

From an artistic standpoint, reworking the quality of an item is fairly similar to creating a skin, but instead of working from scratch, you already have a very strict base on how the item looks/moves with every animation;

For some items (namely ingredients such as rope, with no other use than to create more items), it's as simple as redrawing the item, but for most hand/chest/head-slot items, there's animations to be taken in consideration, and given the frequency at which skins come out, I don't believe the resolution bump will be a fast process, at least not while RoT is in development heaven. (Thanks for the thorough dedication and frequent updates, ya'll <3)

I'd absolutely love to see a "Hi-Res Textures" option in the settings, but it might take some time for that, IMO. It is really odd, however, that new items still suffer from low-res images, so I assume the time-consuming nature of redoing assets is not the only problem.

Can someone ping an artist from Klei? I'm not very familiar with the devs and their forum-names D:

If they handle their assets anything like they did with Mark of the Ninja, then they already have them in higher quality then what's in the game. I'm not sure if this is the case with DST as well, but if it is, it would be even easier (although maybe a bit tedious) to put them in.

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-Variant    4,450
4 hours ago, AdventZen said:

For some items (namely ingredients such as rope, with no other use than to create more items), it's as simple as redrawing the item, but for most hand/chest/head-slot items, there's animations to be taken in consideration, and given the frequency at which skins come out, I don't believe the resolution bump will be a fast process, at least not while RoT is in development heaven. (Thanks for the thorough dedication and frequent updates, ya'll <3)

While this is true, there's another thing I want to mention.

A lot of the art that's low res, at least what we see in game, already has a hi res version.

Take Wheeler and Wagstaff for example, they had super, super ugly low res art when they were first added in, but an update or 2 later, they came out fresh and hi res, but they didn't have to redraw anything, they had to change around some lines of code, and bam.

I did just over-simplify the process, but all in all I wanted to say that there are indeed hi res versions out there. Maybe not for all the items, but a good few.

Now a hi res option for PC users would be splendid.

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CrimXane    192

after this man mention them, i can't unsee them, please do. either make them all LQ or all HQ 

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Warbucks    2,763
43 minutes ago, CrimXane said:

make them all LQ

Please no no no

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FuffledBeeQueen    2,896
Posted (edited)

Well they do have all of those graphics in HQ, they just can't use them all because the game will quote on quote "explode".
32-bit can't handle that much, sadly. But then again, Skins are in a higher quality, and at least updating equipables wouldn't hurt, if you ask me

Edited by FuffledBeeQueen
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lakhnish    1,290
Posted (edited)
22 hours ago, FuffledBeeQueen said:

Well they do have all of those graphics in HQ, they just can't use them all because the game will quote on quote "explode".
32-bit can't handle that much, sadly. But then again, Skins are in a higher quality, and at least updating equipables wouldn't hurt, if you ask me

It was mainly equipables that were bothering me the most, if only cause you're seeing them the most.

Having said that, is it not possible to have a both a 32-bit and 64-bit version of the game that steam would correctly chose? Or is going from 32 to 64 a big task in of itself?

I don't know the technicalities of this type of stuff - like if it's easier on one OS than another or what specifically needs to be done. If it seems like too big an ordeal to do, I don't see them doing this anytime soon (or maybe at all), since they have a lot of other projects going on at the moment, namely Return of Them, character reworks, and DLC characters.

Edited by lakhnish
namely said twice
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Warbucks    2,763

All I want is HQ grass, trees, and saplings because I'm always seeing them everywhere and they look ugly..

I also want all items with skins the default item to be HQ too.. Like the normal fire pit texture looks like 64x64 texture upscaled 10 times, but the skins are HQ.. the same thing with chests too. It's really dumb all skinned items are HQ but the default texture of the skinned item is 99% always LQ :wilson_cry:

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FuffledBeeQueen    2,896
Posted (edited)
11 hours ago, lakhnish said:

1 - It was mainly equipables that were bothering me the most, if only cause you're seeing them the most.

2 - Having said that, is it not possible to have a both a 32-bit and 64-bit version of the game that steam would correctly chose? Or is going from 32 to 64 a big task in of itself?

I don't know the technicalities of this type of stuff - like if it's easier on one OS than another or what specifically needs to be done. If it seems like too big an ordeal to do, I don't see them doing this anytime soon (or maybe at all), since they have a lot of other projects going on at the moment, namely Return of Them, character reworks, and DLC characters.

1 - No kidding, right? there's a difference when the object is not HQ and an Object that is HQ, but has non HQ additives.
Cb2ZnC4.png
Ignore the Cacti, it's my personal mod testing chamber server
 

2 - Sadly The process of making a 32-bit game 64-bit is a lot of work, mainly because it needs to be rewritten to be comatible for 64 bit systems. I believe Peter or someone else on the Klei team already said why they can't go from 32-bit to 64-bit easily.

Edited by FuffledBeeQueen
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Warbucks    2,763
Posted (edited)
4 hours ago, FuffledBeeQueen said:

they can't go from 32-bit to 64-bit easily.

Hopefully one day they do it. I think I remember they said DST wasn't a possible or easy thing to do too, yet here we are.

I even wouldn't mind buying DST again as long as it doesn't look like an upscaled nightmare.

Edited by Warbucks
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lakhnish    1,290
2 hours ago, Cunning fox said:

That may sound a bit stupid, but if they release something like a Kickstarter page to collect money for going 64 bit (or maybe new skins (wink-wink)), I'd donate as much as I could.

It seems that for single-player Don't Starve, there is a 64-bit version, but only for Mac users it seems, not Windows (unless I'm wrong, but it seems to be the case from some testing).

Based on that, it seems that something similar will probably happen for DST for Mac users (or at least something that there going to look into, as per this bug report) .

RIP the dream of HQ DST.

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trinket_4    617

co.op and eXiGe made a mod (available on steamworkshop) that make the Eyebrella, Bee Queen Hat and Krampus sack into HQ version.

it's great, I hope one day every item is HQ

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Canis    8,017

I have an idea.

What if klei hired the modders behind the HQ mods on the steam workshop to keep doing what they're doing with every item. Then they can implement an option for "High-Resolution Items" which, when ticked on, would replace all normal sprites and animations with the high quality ones.

Hell, I'm pretty sure most modders would help Klei for free.

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Warbucks    2,763
2 minutes ago, Canis said:

I have an idea.

What if klei hired the modders behind the HQ mods on the steam workshop to keep doing what they're doing with every item. Then they can implement an option for "High-Resolution Items" which, when ticked on, would replace all normal sprites and animations with the high quality ones.

Hell, I'm pretty sure most modders would help Klei for free.

They already have HQ vectors of basically everything in DST.

Maybe instead they can give a good modder the vector files then the modder can make a HQ mod with the textures Klei already made but aren't adding into DST because of reasons :wilson_resigned:

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Canis    8,017
Just now, Warbucks said:

They already have HQ vectors of basically everything in DST.

Maybe instead they can give a good modder the vector files then the modder can make a HQ mod with the textures Klei already made but aren't adding into DST because of reasons :wilson_resigned:

Huh?

They have HQ sprites but they're just going unused? But like, why?

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-Variant    4,450
1 hour ago, Canis said:

Huh?

They have HQ sprites but they're just going unused? But like, why?

Everything they draw is HQ.

But when they're put into the game, they're told to be low res to save on things like memory and whatnot. A lot of other people can properly explain why they aren't used in game, but I think Klei's working on sliding these into the game soon.

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