Spell effects · The process

Spells gain detail
without losing their energy.

Every effect combines light, motion and transparency. The image improves, while its duration and exact position in the game stay unchanged.

  • 494effect BAMs inventoried
  • ×4SeedVR upscale
  • 30 fpsfinal cycles when suitable

One short workflow

Three treatments produce
one final effect.

The same broad steps are used for every spell, but their settings change with the light, shape and transparency of the asset.

  1. 01SeedVR ×4

    Each source frame is enlarged and given back readable detail.

  2. 02Alpha rebuilt

    The transparency is treated separately to keep glows and soft edges clean.

  3. 0330 fps motion

    Topaz adds useful in-between frames without changing the cycle’s duration.

Same frame · Before and after

Two spells combine
several assets.

Magic Missile uses one asset here. Horror uses three: the stun symbol above its targets, the face on the ground and a projectile that still needs treatment.

SPMAGMIS · 1 ASSET

Magic Missile

The treatment concerns only the red spheres. SeedVR defines their bright core, while the alpha pass and interpolation preserve their transparency and movement.

Vanilla ×1Vanilla red Magic Missile sphere enlarged with nearest-neighbour pixels
The original red sphere
Final ×4Red Magic Missile sphere after SeedVR upscale and alpha treatment
SeedVR, alpha and 30 fps cycle
HORROR · ASSET 1/3 · SPMINDAT

Stun symbol

The symbol shown above the goblins contains very fine luminous lines. Its mask keeps their glow without creating a solid halo.

Vanilla ×1Vanilla Horror stun symbol enlarged with nearest-neighbour pixels
A very small source frame
Final ×4Horror stun symbol after SeedVR upscale and alpha treatment
The fine rings stay translucent
HORROR · ASSET 2/3 · SPFEAREF

Face on the ground

The face gains volume and detail, but its openings and soft earth border must remain transparent. Horror’s third asset, its projectile, has not been treated yet.

Vanilla ×1Vanilla Horror face effect enlarged with nearest-neighbour pixels
100 × 100 px source
Final ×4Horror face effect after SeedVR upscale and custom alpha treatment
Interior gaps and soft border preserved

The only comparison that decides

The effect is checked
inside the game.

A clean frame is not enough. Size, transparency, stacking and timing are reviewed in the real scene.

Upscaled Horror spell above goblins and on the groundBefore · VanillaAfter · Upscaled
Move the slider to compare both renders inside the same combat scene.
Red Magic Missile spheres travelling through an in-game cavern
The full capture shows the red Magic Missile spheres at their actual in-game scale.
494BAM effect assets
in the current inventory

No automatic approval

Each asset is treated
case by case.

A bright projectile, a transparent symbol and an effect placed on the ground do not share the same problems. The pipeline runs in batches, but I review every retained asset myself, frame by frame and in game.

LightAlphaTimingPositionIn-game check