Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Community Works

Notices

Reply
 
Thread Tools Display Modes
Old Jun 19, 2008, 05:49 PM // 17:49   #1
Jungle Guide
 
JoeKnowMo's Avatar
 
Join Date: Oct 2005
Location: Wessst Siiide, USA
Profession: Mo/
Advertisement

Disable Ads
Default High-Resolution Skill Icons Mod

As many of you are aware, Endrosz extracted the high-resolution images from the sealed deck cards.

I created a texmod that uses these hi-res images instead of the default skill icons. You can really see the difference depending on the size of your skillbar.

Some images (old icons on top, new icons on bottom):











Some of the images were different from the original icons, so I created two versions. The new images have different, high-res versions of the following skills:

* Crude Swing
* Crushing Blow
* Deflect Arrows
* Riposte
* Rush
* Pestilence
* Power Flux
* Visions of Regret
* Maiming Spear

Both mods have slightly different images than the default ones for Vow of Silence and Arcane Conundrum. In all, 1163 skills icons are replaced with these mods. Hence, they are rather large downloads.

High-Res Icons with new images.

High-Res Icons with old images.


I recommend using these mod in conjunction with another texmod that cleans up the area around the skills. The Glazed Interface mod by RavenGT or the Clearskills mod by Shawn the Divine work well.

Thanks to Endrosz for the high-res images. Thanks to Vana for doing the Ritualist skills.
Enjoy!
JoeKnowMo is offline   Reply With Quote
Old Jun 21, 2008, 04:25 PM // 16:25   #2
Krytan Explorer
 
deadman_uk's Avatar
 
Join Date: Feb 2007
Location: United Kingdom
Guild: KOD
Profession: Mo/E
Default

I'm using this mod now but they skill icons seem very blurry. Each icon needs to be taken into Photoshop and given a good sharpen I feel...
deadman_uk is offline   Reply With Quote
Old Jun 21, 2008, 04:42 PM // 16:42   #3
Desert Nomad
 
MrGuildBoi's Avatar
 
Join Date: May 2006
Profession: A/
Default

Did you do dervish? the skills look all the same with and without the mod.
MrGuildBoi is offline   Reply With Quote
Old Jun 21, 2008, 07:50 PM // 19:50   #4
Furnace Stoker
 
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
Default

The icons look great blown up, but are blurry when they are really shrunk down, I would not be surprised if there's nothing that can be done about this through texmod. (Though if you want small icons, why are you using this? )

It also seems to add up to 10 seconds of waiting as it boots up, probably because TexMod isn't built for such large textures.
FoxBat is offline   Reply With Quote
Old Jun 21, 2008, 10:54 PM // 22:54   #5
Krytan Explorer
 
deadman_uk's Avatar
 
Join Date: Feb 2007
Location: United Kingdom
Guild: KOD
Profession: Mo/E
Default

If I had the knowledge, I would confidently be able to take each of these large icons into Photoshop, size them down and sharpen them far better than they are now.

I would be willing to do this if I knew how...Joe? How did you do this? I would be willing to help with the graphical side of things.

Last edited by deadman_uk; Jun 22, 2008 at 01:52 AM // 01:52..
deadman_uk is offline   Reply With Quote
Old Jun 22, 2008, 07:35 AM // 07:35   #6
Lion's Arch Merchant
 
Smurf Minions's Avatar
 
Join Date: Jun 2006
Location: Somewhere you can't see
Guild: Limburgse Jagers [LJ]
Profession: N/
Default

You should make those very large skill icons 64X64 as the official are that size, so they don't need to be resized (by guild wars) that much and get that blurry thing.
Smurf Minions is offline   Reply With Quote
Old Jun 22, 2008, 02:38 PM // 14:38   #7
Jungle Guide
 
JoeKnowMo's Avatar
 
Join Date: Oct 2005
Location: Wessst Siiide, USA
Profession: Mo/
Default

Thanks for the comments.

I tried sharpening the images. It does make them pop more but I felt like they looked too similar to the old icons... One way around the bluriness is to raise your gamma settings. Let me know how this works.

If that doesn't do the trick, the only other option would be what Deadman mentioned: resizing and sharpening. If I get the time, I'll give this a shot sometime next week.

@MrGuildBoi: All professions are included in the texmod, including Dervish. Maybe your game video settings or the size of your skillbar needs to be increased.

@Smurf Minions: Making versions of the mod with different sizes such as 64X64 and 128X128 might be another thing to consider. I'll play around with this sometime next week too.
JoeKnowMo is offline   Reply With Quote
Old Jun 22, 2008, 02:44 PM // 14:44   #8
Krytan Explorer
 
deadman_uk's Avatar
 
Join Date: Feb 2007
Location: United Kingdom
Guild: KOD
Profession: Mo/E
Default

I just took some of those large icons, resized them to 64x64, applied a 50% standard sharpen in Photoshop and it looks much better than both Joe's version and the default version. Here are a few examples:









As you can see, Joe's icons are often stretched, oversized and blurry. 10 out of 10 for Joe's effort but I don't think they are as good as they could be.

What small version do you all think is best? Mine, Joe's or default?

Last edited by deadman_uk; Jun 22, 2008 at 02:47 PM // 14:47..
deadman_uk is offline   Reply With Quote
Old Jun 22, 2008, 03:15 PM // 15:15   #9
Lion's Arch Merchant
 
Smurf Minions's Avatar
 
Join Date: Jun 2006
Location: Somewhere you can't see
Guild: Limburgse Jagers [LJ]
Profession: N/
Default

As i see, the onse from Joe are not being resized any good by GW (they are too big i guess), the one from GW is with a lot less quility and has compression. The ones from deadman still have the good quality and are resized to the size of the originals from GW which is 64x64.

I guess if you do the resized and the sharpening it works wonders

EDIT: I've been trying to resize one to 64x64 and mod it into the game, well it's even worse :P, i guess i got the wrong skill icon that i modded

Last edited by Smurf Minions; Jun 22, 2008 at 03:24 PM // 15:24..
Smurf Minions is offline   Reply With Quote
Old Jun 22, 2008, 07:56 PM // 19:56   #10
Frost Gate Guardian
 
Shawn The Divine's Avatar
 
Join Date: May 2006
Location: Nova Scotia
Guild: My Other Healer Is Lvl Eighty
Profession: Mo/W
Default

Quote:
Originally Posted by deadman_uk
What small version do you all think is best? Mine, Joe's or default?
Try comparing all three with (what looks to be) my skills mod on, rather than just on your edit, with the other two still having that blurry grey crap over them.

If I wanted to nitpick (which I do) I should also point out that there seems to be some leftovers from the skill cards these skills were cropped from. For example on the left side of all the Large images deadman posted, there's a line of whiteish grey something-or-other. Looks like we could afford to take a 250x250 crop tool and just batch crop all the files to remove that.
Shawn The Divine is offline   Reply With Quote
Old Jun 22, 2008, 08:46 PM // 20:46   #11
Krytan Explorer
 
deadman_uk's Avatar
 
Join Date: Feb 2007
Location: United Kingdom
Guild: KOD
Profession: Mo/E
Default

Quote:
Originally Posted by Shawn The Divine
Try comparing all three with (what looks to be) my skills mod on, rather than just on your edit, with the other two still having that blurry grey crap over them.

If I wanted to nitpick (which I do) I should also point out that there seems to be some leftovers from the skill cards these skills were cropped from. For example on the left side of all the Large images deadman posted, there's a line of whiteish grey something-or-other. Looks like we could afford to take a 250x250 crop tool and just batch crop all the files to remove that.
Hi, I will explain what each version means:

Large = Downloaded from here: http://www.guildwarsguru.com/forum/s...php?t=10295191

My resize (64x64) = Same as large icon, all I did was resize this to 64x64 and applied a light sharpen effect.

Joe's = I loaded Guild Wars through Texmod with Joe's High-Res Icons with old images mod loaded. Then I pressed the print screen button, pasted the screenshot into Photoshop, and cropped out the various skills.

Default = Same as above, but I loaded Guild Wars without Texmod.


The line of whiteish grey you were referring to were on the originals so I decided not to remove the mess. Of course, if I was doing this for real, I would tidy the mess up (very easy to do). The blurry grey crap you are talking about is compression, it ruins the icons doesn't it? My version keeps icons looking sharp and crisp with no noticeable compression.

What skills mod are you talking about? I don't use any mods except for the example of showing Joe's icons.

Last edited by deadman_uk; Jun 22, 2008 at 08:52 PM // 20:52..
deadman_uk is offline   Reply With Quote
Old Jun 22, 2008, 10:09 PM // 22:09   #12
Frost Gate Guardian
 
Shawn The Divine's Avatar
 
Join Date: May 2006
Location: Nova Scotia
Guild: My Other Healer Is Lvl Eighty
Profession: Mo/W
Default

....Wow you totally didn't understand what I was talking about at all. lol.

Ok look. Skill under default guild wars:


Skill under my skills mod:


See the difference? It removes all the grey crap around it (plus the un-needed enchant icons/numbers). That's not "compression" at all.. lol.. It's a texture overlay that gets put over all the skills in the UI. What I'm saying is it's unfair to compare your resize to the other two, because the other two have that ugly grey overlay, giving yours an obvious edge. Although for what it's worth, I still think yours would look better even if the others were screenshotted cleanly.

Last edited by Shawn The Divine; Jun 22, 2008 at 10:15 PM // 22:15..
Shawn The Divine is offline   Reply With Quote
Old Jun 22, 2008, 10:34 PM // 22:34   #13
Krytan Explorer
 
deadman_uk's Avatar
 
Join Date: Feb 2007
Location: United Kingdom
Guild: KOD
Profession: Mo/E
Default

Quote:
Originally Posted by Shawn The Divine
....Wow you totally didn't understand what I was talking about at all. lol.

Ok look. Skill under default guild wars:


Skill under my skills mod:


See the difference? It removes all the grey crap around it (plus the un-needed enchant icons/numbers). That's not "compression" at all.. lol.. It's a texture overlay that gets put over all the skills in the UI. What I'm saying is it's unfair to compare your resize to the other two, because the other two have that ugly grey overlay, giving yours an obvious edge. Although for what it's worth, I still think yours would look better even if the others were screenshotted cleanly.
So that ugly grey overlay is put on by Guild Wars when the game is loaded? If there is a way I could put my icons in the game, I would but I only know how to show you from Photoshop.

Your mod removes the enchantment, hex etc icons which I dislike but I see the grey rubbish is gone. Well if the overlay was removed on the other 2 pictures, the default is still compressed, and Joe's is still very blurry, so like you said, mine would look better.

All I am saying is I would be willing to help Joe or anyone else with this. I want nice looking, crisp icons in my Guild Wars, with the hex/enchantment icon shown.
deadman_uk is offline   Reply With Quote
Old Jun 23, 2008, 01:04 AM // 01:04   #14
Frost Gate Guardian
 
Shawn The Divine's Avatar
 
Join Date: May 2006
Location: Nova Scotia
Guild: My Other Healer Is Lvl Eighty
Profession: Mo/W
Default

I could make a version that puts the hex/enchantment icon back on it you want. I just thought after 3 years of playing the game most people would know what the skills on their bars do.
This is all if I have the files kicking around still. I don't remember seeing them recently, so I may just give the whole thing an overhaul from scratch like I've been meaning to.
...Anyway that really has nothing to do with this mod, other than Joe using it, so I'll shut up about it.
Shawn The Divine is offline   Reply With Quote
Old Jun 23, 2008, 02:25 AM // 02:25   #15
Krytan Explorer
 
deadman_uk's Avatar
 
Join Date: Feb 2007
Location: United Kingdom
Guild: KOD
Profession: Mo/E
Default

Quote:
Originally Posted by Shawn The Divine
I could make a version that puts the hex/enchantment icon back on it you want. I just thought after 3 years of playing the game most people would know what the skills on their bars do.
This is all if I have the files kicking around still. I don't remember seeing them recently, so I may just give the whole thing an overhaul from scratch like I've been meaning to.
...Anyway that really has nothing to do with this mod, other than Joe using it, so I'll shut up about it.
Well I've played Guild Wars for 3 years almost, and I haven't played as all the professions yet. Games like Eye of the North adding new skills, I feel it's very important to have these little hex and enchantment signs on the icons, and also numbering too. If you can make an update of your mod to include the enchantment/hex signs and numbering like the default Guild Wars, I would happily use your mod. I added a few examples of your icons to my pictures above. They look good, but look too close to the default versions and I feel mine are better quality. The difference however is minimal in the examples above.

Last edited by deadman_uk; Jun 23, 2008 at 02:32 AM // 02:32..
deadman_uk is offline   Reply With Quote
Old Jun 23, 2008, 06:05 AM // 06:05   #16
Grotto Attendant
 
Join Date: Apr 2007
Default

OK. a bit of help here:

1. The default icon format in GW is:
  • 56x56 pixels, with
  • 4 pixel thick black border, and
  • the color black taken to alpha.

2. Joe's icons are looking stretched because the the black border isn't present. 1/16 of the height/width of the image should be given to border so that it fits properly when GW tries to place it.

3. Joe's icons (and 99% of other people's icons too) don't "flash" properly when cast/interrupted/etc. because black was not taken to alpha.

4. Generally speaking, you do NOT want to resize to 64x64 (56x56 plus border) and then sharpen. A-net already did that. The only thing you can hope to accomplish that way is to make a slight improvement by using a better sharpening filter than they did.

5. Instead, what you do want to do is figure out what size the icons are actually displaying on people's screens (take a survey?), pick a common size, and resize to THAT size, and then sharpen. (Or, if you want to get fancy, do several common sizes.) Where you really stand to gain is by keeping some of the extra resolution that a-net lost when they scaled all the way down to 64x64.

6. It seem folks here already know, but just in case, always scale to the size you're going to display at before you sharpen. Otherwise you can just make things look worse.

7. Also, always decompose to LAB before sharpening, sharpen only on the luminosity channel, then recompose. This will prevent your colors from creeping, which is a danger of sharpening without decomposing.

7. On sufficiently high-end systems, you're not going to want any sharpening. Sharpening sacrifices detail to bring out the edges that get lost when the image is scaled way down. If you've got a big enough display that you aren't scaling that far down and aren't losing the edges, you'd want to forego sharpening so that you could keep the detail. One day when I can afford a PC that can display those icons at something close to the original resolution, I'm going to want a mod that does nothing besides dropping them straight off the skill cards into the game (with the border and the black taken to alpha, of course).

Hope that was somewhat helpful.

[edit: Joe, if you've got a .log file that maps the skill names to their image's addresses, I'd really like to see it. You might even be able to convince me to do a class or two.]

Last edited by Chthon; Jun 23, 2008 at 06:10 AM // 06:10..
Chthon is offline   Reply With Quote
Old Jun 23, 2008, 04:21 PM // 16:21   #17
Desert Nomad
 
MrGuildBoi's Avatar
 
Join Date: May 2006
Profession: A/
Default

Lol, I hate when texmod bugs out when you reminimize and shows a skill icon and covers the whole screen. It showed Empowerment on my screen >.<
MrGuildBoi is offline   Reply With Quote
Old Jun 23, 2008, 07:57 PM // 19:57   #18
Jungle Guide
 
JoeKnowMo's Avatar
 
Join Date: Oct 2005
Location: Wessst Siiide, USA
Profession: Mo/
Default

Deadman, the sharpened images look really nice. It would make sense, as Chthon pointed out, to get an idea of what size icons most people play with so the images can be resized first and then sharpened.

Chthon, here's a sample of the .log file:
0xADD27637|C:\Documents and Settings\My Documents\Joe\Texmod\Out\Mes Full\GW.EXE_0xADD27637.jpg
0xCD65F16B|C:\Documents and Settings\My Documents\Joe\Texmod\Out\Mes Full\GW.EXE_0xCD65F16B.jpg

The first part of the code references the object (0xADD27637) and the last part references the image to replace it with (GW.EXE_0xCD65F16B.jpg).

The bulk of my time went towards logging all the objects (default icons) in texmod and then matching them up with the high-res ones (not an easy task because the logged icons are terribly fuzzy) and renaming the latter. I suppose (but I don't know for sure) it wouldn't take too long to batch resize and sharpen the images. We could even create a few different sizes so folks could pick the one they like. However, I'm not the wiz at Photoshop that Chthon appears to be... people with better skills than mine could probably turn out a better product.

For example, I have no idea what Chthon means by "Joe's icons (and 99% of other people's icons too) don't "flash" properly when cast/interrupted/etc. because black was not taken to alpha" or what he/she means by "Also, always decompose to LAB before sharpening, sharpen only on the luminosity channel, then recompose. This will prevent your colors from creeping, which is a danger of sharpening without decomposing."

Shawn, a Clearskills version with the hexes and enchants markers left in would be nice. Although, the glazed graphite mod seems to clear up the border around the skills too, so if you can't/don't do it, don't worry.

What people could do to help:
- Suggest 3 or 4 different icon sizes that most players use.
- Prepare some sample images for us to look at, as Deadman has done. Maybe different tweaks to the images might work better for different professions.

I'll upload all the renamed icons and the complete .log file and post the links here when I'm at a faster connection, which should happen tomorrow. That way anybody who wants to can play around with the images. I have a feeling that this can turn into something good if those with good photoshop skills help out or even take the lead on this project.
JoeKnowMo is offline   Reply With Quote
Old Jun 24, 2008, 12:02 AM // 00:02   #19
Grotto Attendant
 
Join Date: Apr 2007
Default

Quote:
Originally Posted by JoeKnowMo
Chthon, here's a sample of the .log file:
0xADD27637|C:\Documents and Settings\My Documents\Joe\Texmod\Out\Mes Full\GW.EXE_0xADD27637.jpg
0xCD65F16B|C:\Documents and Settings\My Documents\Joe\Texmod\Out\Mes Full\GW.EXE_0xCD65F16B.jpg

The first part of the code references the object (0xADD27637) and the last part references the image to replace it with (GW.EXE_0xCD65F16B.jpg).
You can give the replacement file any name you like. For example:
0x84A7CAE3|C:\blah_blah_blah\LifeSiphon.dds
A log file formatted in this way is really nice because other people can pick up your work and go without having to figure out the mapping between files and skills.

Quote:
For example, I have no idea what Chthon means by "Joe's icons (and 99% of other people's icons too) don't "flash" properly when cast/interrupted/etc. because black was not taken to alpha" or what he/she means by "Also, always decompose to LAB before sharpening, sharpen only on the luminosity channel, then recompose. This will prevent your colors from creeping, which is a danger of sharpening without decomposing."
I'll write a guide for processing skill icons properly. Stay tuned.[/QUOTE]
Chthon is offline   Reply With Quote
Old Jun 24, 2008, 01:09 AM // 01:09   #20
Krytan Explorer
 
deadman_uk's Avatar
 
Join Date: Feb 2007
Location: United Kingdom
Guild: KOD
Profession: Mo/E
Default

In RGB colour mode, the channels you get are Red, Green and Blue. What I think Chthon is talking about is lightness, A, B (LAB) which are the channels consisting in the LAB colour mode. IN LAB mode, you can select the lightness channel to avoid adding more noise. How so? Well when you sharpen something with colour noise, it will add noisey sharpening, so it's best to avoid the colour channel altogether, and just focus on the darks and lights of an image.

What I would do is adjust an icon to how I want it, duplicate it to a new canvas, convert it to LAB colour, select the lightness channel, and apply an unsharp mask over the image (settings would need to be played around with). I would then copy and paste this back onto the RGB canvas, and play around with the opacity meter. How you resize each image, and do this process in a batch, I do not know...

About the resize... Why not just resize all images to 100x100 and then have GW resize it? The reason's Joe's are so blurry was because they were resized from 254x254 right? Well going from 100x100 to 64x64 or whatever, wouldn't look so bad I think.

I don't know understand the "black was not taken to alpha" either. I do know you can create a new channel in the RGB window called alpha... what this does, I do not know. Chthon also mentioned "things don't flash properly"... I don't understand.
deadman_uk is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Samurai Goroh Sardelac Sanitarium 5 Jun 15, 2008 07:02 AM // 07:02
Haldibarn Questions & Answers 11 Jun 04, 2008 09:56 AM // 09:56
entropy87 Technician's Corner 4 Jan 05, 2007 03:52 AM // 03:52
Krona Technician's Corner 4 Jun 10, 2006 08:27 PM // 20:27


All times are GMT. The time now is 01:57 PM // 13:57.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("