Let us begin - at the minimal introduction steps necessary.
I won't be bothering anyone with what most serious X-Com "developers" know already; the files structure & type, available toolset (much of it at either StrategyCore or the usual Wiki for quick inspection or dowload), the basic gameplay elements and a number of other important or completely irrelevant issues.
What i do know is this, though;
-- If someone wants to bother with a total revamping of the graphics by re-sizing, re-sampling, filtering, Alpha-Channeling, 24bits from a sweet low
256 colors in multiple runtime driven palettes and so on... they'll need the proper software and the skills.
-- A reasonable target for a rational attempt *MUST* include a 4x (that's
four-fold, right there!) edit of everything - minimum, at least, no compromise, sealed from discussion -- you were warned.
-- The OX-Engine would need to compensate for stack space, memory footprints, routines & functions for IT.
So, to get to the subject of this post.
THEORY #1...The Blaster Launcher paradox. (Which happened to me...
Years ago, btw)
Refer to the image below.
Left-side = Original ... Right-Side = 400%, Bi-Linear, very slight sharpening for temporary clarity ... Proportional samples shown in Red boxes just to realize how big such a change would be introduced to the entire set of files.
The only problem with that processing (as a choice) is the fact that the items are "Encased" into limited width-height ratios and for a vast majority of the work -- some important pixels information can get lost in tight edges as shown by the Red Arrow.
Solution, Alpha Channel and 4 pixels (around, not one, not 5 - FOUR, that's 2 on the LRTB) worth of extra area to re-size the items "framing" for every single images. Background remaining "Black" (at times) to prevent under-shadowing issues in cases. Final product?
Keep the Alpha layers since there's HUGE implications for both design and gameplay reasons - more on this later.
Secondly, the map tiles -- they also need plenty of extra re-sampling effects since seemless is a must for such Hi-Res project.
Something to think about while i step further into details in the next post(s).