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Widescreen Assets Pack and Appreciation Thread


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Did some simple widescreen edits for the following graphics from the DWANGO PWADs.

DWANGO5_INTERPIC.pngDWANGO6_INTERPIC.pngDWANGO8_INTERPIC.pngDWANGO8_TITLEPIC.pngDWANGOT1_INTERPIC.png

Just did these edits for fun, as a couple of source ports that support widescreen assets don't natively show black bars on the left and right sides of the screen, as they instead stretch the 4:3 image to fit the screen which results in pixelation.

 

If your interested in doing the rest of the graphics for the DWANGO PWADs, feel free to do so.

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1 hour ago, Wadmodder Shalton said:

Did some simple widescreen edits for the following graphics from the DWANGO PWADs.

DWANGO5_INTERPIC.pngDWANGO6_INTERPIC.pngDWANGO8_INTERPIC.pngDWANGO8_TITLEPIC.pngDWANGOT1_INTERPIC.png

Just did these edits for fun, as a couple of source ports that support widescreen assets don't natively show black bars on the left and right sides of the screen, as they instead stretch the 4:3 image to fit the screen which results in pixelation.

  

If your interested in doing the rest of the graphics for the DWANGO PWADs, feel free to do so.

I mean, seems a little redundant, since the only port that has that problem I think is Zdaemon.

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30 minutes ago, OpenRift said:

I mean, seems a little redundant, since the only port that has that problem I think is Zdaemon.

Also because there isn't a concept of white bars on the left and right sides of the screen in any source port.

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2 minutes ago, Wadmodder Shalton said:

Also because there isn't a concept of white bars on the left and right sides of the screen in any source port.

I mean yeah, I guess so. I suppose there just isn't as much of a demand since you're usually loaded straight in the game for Deathmatch, most of the time you outright skip the title screen, though I guess it's good for the interpics?

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14 hours ago, Tycitron said:

I hope somebody makes one of these for TNT Revilution/Devilution, that would be cool.

Agreed, those are the two big WADs that really need em.

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On 5/24/2021 at 4:33 AM, Terraformer9x said:

I'm leaving the TITLEPIC up to someone else only because I really have no idea what kind of filter effects they used to get the red. It's clear that there was tampering with brightness levels but I can't be bothered to try and find the exact effects.

INTERPIC.png

Here's my stab at a Scythe TITLEPIC based on your INTERPIC:

TITLEPIC.png.cb84efef997d47034ac4d5eb7004c3f5.png

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So I don't really know if this is the right place to post this, but I wanted to share this custom TITLEPIC and widescreen TITLEPIC for the first Memento Mori. As you might know, Memento Mori doesn't have an original TITLEPIC, but only an INTERPIC. And so I pulled graphics directly from the Memento Mori Infopack to make these:

mm1-TITLEPIC.png.4d40115ffd19b2c2e6cc7cd812a8089a.png

mm1-TITLEPIC-ws.png.1e6d74ab2f937bd67a1723c4e3afe966.png

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10 hours ago, Arsinikk said:

So I don't really know if this is the right place to post this, but I wanted to share this custom TITLEPIC and widescreen TITLEPIC for the first Memento Mori. As you might know, Memento Mori doesn't have an original TITLEPIC, but only an INTERPIC. And so I pulled graphics directly from the Memento Mori Infopack to make these:

mm1-TITLEPIC.png.4d40115ffd19b2c2e6cc7cd812a8089a.png

mm1-TITLEPIC-ws.png.1e6d74ab2f937bd67a1723c4e3afe966.png

This reminds me, I widescreen'd a status bar made for MM1 but never got to show it.

STBAR2.png.efb439224edfc521d59cd77d8a918933.png

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I put together several things for Memento Mori

Includes:
TITLEPIC by Arsinikk
INTERPIC by Terraformer9x
Widescreen Status Bar by dotQLL
STARMS and hud numbers by P41R47
Levelnames (DEHACKED) by rfomin

 

mm.wad.zip

Edited by MauryMyers
Corrected Credits

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17 minutes ago, MauryMyers said:

I put together several things for Memento Mori

Includes:
TITLEPIC by Arsinikk
INTERPIC by Terraformer9x
Widescreen Status Bar by dotQLL
STARMS and hud numbers by SiFi270
Levelnames (DEHACKED) by rfomin

mm.wad.zip

Oh, turns out @P41R47 made the statusbar, not SiFi270. SiFi made the TITLEPIC. Plus the link for it is still up. Would you mind if you changed that real quick? P41R47's statusbar stuff

Edited by dotQLL

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It is vital to pre-widescreen your assets, as they can be easily cropped into 4:3 and not vice versa. A recent *cough* community project *cough* that I hosted *cough* has widescreen stuff packed in.

v64

Spoiler

TITLEPIC

TITLEPIC.png.150f2c7efdbe8f5011c5d669bc7d553e.png

INTERPIC

INTERPIC.png.129fd141d4303b684fe5a76a5bbd4ac3.png

BOSSBACK

BOSSBACK.png.f2d03a5dc0cc48b854309ced70c3b43c.png

STBAR

STBAR.png.1fca496a406095392073fe42e2cdc180.png


Also, I may or may not have made some widescreen assets for a WAD by a certain someone who also authored the NUTS trilogy.

 

Equinox

Spoiler

TITLEPIC

TITLEPIC.png.df4c030fcbf7462e2c4f9eed91fe1a22.png

CREDIT

CREDIT.png.9a81fd8a441a60878cf1e92f25fab631.png

INTERPIC

INTERPIC.png.1f75dcaa6481af8d36aed0053edb573f.png

STBAR

STBAR.png.34a08038d2691342374e11dae0d4ce58.png

 

Edited by dotQLL

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  • 3 weeks later...

Doomed 2 Die's TITLEPIC now in widescreen.

TITLEPIC.png

I'm going to let someone else fix the coloring for the Cacodemon on the TITLEPIC as I don't know what color palette tricks the author of this PWAD used.

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On 6/7/2022 at 1:56 PM, NightFright said:

Has anybody ever managed to make widescreen versions of the BFG replacement in Strain (PSYBA/PSYBB)? It looks pretty ugly with both sides of the weapon being cut off...

PSYBB0.png

PSYBA0.png

 

(EDIT: This is not the fixed version of the weapon, but the original sprites which need to be enhanced. Just to be on the safe side...)

 

On 6/7/2022 at 11:10 PM, maxmanium said:

 

I've wanted someone to make this so I could include it with some fixes I compiled for STRAIN. Would be nice to have.

Well... I tried. ¯\_(ツ)_/¯

PSYBA0.png

PSYBB0.png

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On 7/5/2022 at 10:50 PM, PKr said:

This stuff is amazing. Could somebody give it a try and make widescreen assets for:

1. https://doomwiki.org/wiki/Obituary

2. https://doomwiki.org/wiki/Mordeth

mordeth-titlepic.png.474f3fa706a3452f6084304184aceaaf.png

mordeth-interpic.png.ff7f49169b7ce13c71750847c870986a.png

Based off of Nash's widescreen pics for GZDoom.

 

I briefly looked at the Obituary titlescreen and decided that it'll take someone with actual artistic abilities to extend that. That or cheap borders, which'd be a bit of a cop-out.

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3 hours ago, Kinsie said:

mordeth-titlepic.png.474f3fa706a3452f6084304184aceaaf.png

mordeth-interpic.png.ff7f49169b7ce13c71750847c870986a.png

Based off of Nash's widescreen pics for GZDoom.

 

I briefly looked at the Obituary titlescreen and decided that it'll take someone with actual artistic abilities to extend that. That or cheap borders, which'd be a bit of a cop-out.

Perfection.

 

I am glad you did the "easier" version out of two wads, as Mordeth is my favorite out of two. Oh well... Another reason to replay Mordeth then. I swear I'll never finish the wad I am currently playing if I am going to keep coming back to this thread...

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  • 2 weeks later...
On 6/14/2022 at 10:32 AM, Arsinikk said:

So I don't really know if this is the right place to post this, but I wanted to share this custom TITLEPIC and widescreen TITLEPIC for the first Memento Mori. As you might know, Memento Mori doesn't have an original TITLEPIC, but only an INTERPIC. And so I pulled graphics directly from the Memento Mori Infopack to make these:

mm1-TITLEPIC.png.4d40115ffd19b2c2e6cc7cd812a8089a.png

mm1-TITLEPIC-ws.png.1e6d74ab2f937bd67a1723c4e3afe966.png

 

Thanks for this, ive included it in my Memento Mori patch. Its 'official enough' :D

 

Hopefully it'll work on the Unity port too, I found out that many of the widescreen graphics posted here dont actually work on it. Edward from Nightdive suggested they might be TOO wide. Could anyone please trim the MM2 and Alien Vendetta widescreen graphics to 16:9 so I can test this?

 

EDIT:

unknown.png

 

This is how it looks in the Unity Port

Edited by Devalaous

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Thanks for the clarification Scuba. I have ported MM1, MM2, Alien Vendetta and Hell Revealed to the unity port near-flawlessly, and oddities with AV and getting Valley of Echoes to appear aside, the widescreen issue above was the only true flaw. Now I can just leave out the widescreen stuff or replace it with a 16:9 version if they happen

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Here's the status bar from the Mr Smiley Head Safari TC in widescreen.

STBAR.png

Since that metal status bar was used in a couple of PWADs released in 1994-95, I used the widescreen edit of the All Hell is Breaking Loose HUD from the ZDoom Forums Widescreen HUDs post as reference material.

Edited by Wadmodder Shalton

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On 7/25/2022 at 12:23 AM, Wadmodder Shalton said:

Here's the status bar from the Mr Smiley Head Safari TC in widescreen.

STBAR.png

Since that metal status bar was used in a couple of PWADs released in 1994-95, I used the widescreen edit of the All Hell is Breaking Loose HUD from the ZDoom Forums Widescreen HUDs post as reference material.

What a coincidence... I have just played https://doomwiki.org/wiki/Invasion..._Level_2:_The_Upper_Decks which has a very similar stbar...

Spoiler

TITLEPIC.png

...I just realized it's supposed to be a moon. :/ Oh well, it looks ok in game as it is...

WIMAP0.png.d1e0fc8d71c2173f708d3d6afedbae78.png

STBAR (426x200):

STBAR.png.f3e92a6b93a99524d89619d5d8dc1c28.png

 

While we're at it https://www.doomworld.com/idgames/levels/doom/g-i/invade1:

Spoiler

WIMAP0.png.44fe760d5a3031fa63e8c46ebabc211c.png

Dystopia 3 (426x200):

Spoiler

TITLEPIC.png.bf9bb45d861f33c5b6d823982c019ab5.png

INTERPIC.png.d11c4c49c58f0f58ea81de58d955be0e.png

STBAR.png.eaa4691b5088286be681c2e392f2fc5f.png

Osiris (426x200):

Spoiler

TITLEPIC.png.d2fd5930172235800d857801bdae238a.png

INTERPIC.png.82f5734151012c8aac55e62c4834baa8.png

STBAR.png.9dd441aded97601c4d9e2fa173b02bb3.png

 

Edited by PKr

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  • 2 weeks later...

Did an edit to the Unity port's widescreen HUD to include a custom sprite representing Doomguy's glorious man neck. Available in two shades of green:

 

947062755_STBAR_Vanilla_NeckedWide_DarkGreen.png.6912d314a54ea8bcef68059c2194d2c4.png

910930752_STBAR_Vanilla_NeckedWide_LightGreen.png.e861b6822829559a92187819abebda61.png

STBAR_Necked_Doomguy.zip

 

This may be a bit off-topic since it is technically an edit to an already existing widened HUD, but eh, thought someone here might enjoy it. Just hmu if it's a nuisance somehow.

 

Also, sorry for dp. :)

Edited by Mike Stu

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13 hours ago, Mike Stu said:

Did an edit to the Unity port's widescreen HUD to include a custom sprite representing Doomguy's glorious man neck. Available in two shades of green:

 

947062755_STBAR_Vanilla_NeckedWide_DarkGreen.png.6912d314a54ea8bcef68059c2194d2c4.png

910930752_STBAR_Vanilla_NeckedWide_LightGreen.png.e861b6822829559a92187819abebda61.png

STBAR_Necked_Doomguy.zip

 

This may be a bit off-topic since it is technically an edit to an already existing widened HUD, but eh, thought someone here might enjoy it. Just hmu if it's a nuisance somehow.

 

Also, sorry for dp. :)

woof0000.png.85245908977bb31bf702c0545affb7ac.png

If you combine it with a helmet it's really neat.

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19 hours ago, DannyMan said:

I wonder how you can make widescreen assets, is it easy or difficult?

Sadly there is no answer to that question as every specific asset requires a unique approach, and the tricky part is indeed figuring out on "how you can make widescreen assets" - no pun intended.

 

Some of the assets require you to draw everything by hand, some of them require you to experiment with different filters/color levels/noises/etc/etc.

 

For example...

Spoiler
On 7/7/2022 at 5:57 AM, PKr said:

 

Well... I tried. ¯\_(ツ)_/¯

PSYBA0.png

PSYBB0.png

 

...for these assets I have created a 3D model in Blender which I thought would look suitable for the model, then adjusted the position of the model to the original weapon position, made a picture, and then added missing pieces to the model in the Gimp. After that I have slightly changed colors to match the model as I couldn't get them right in Blender from the get go.

 

The difficulty of such approach purely depends on the complexity of the original model. As you can see, the model from Strain isn't very complex, so it doesn't require much effort to make. My knowledge of Blender is very basic, but for a fluent Blender user it would be an absolutely trivial task to accomplish.

 

For the most part status bars are a trivial task. For example...

On 7/26/2022 at 9:32 PM, PKr said:

 

  Hide contents

STBAR.png.f3e92a6b93a99524d89619d5d8dc1c28.png

 

 

...here I just copied the already existing part of the status bar, and added it to the sides of the bar. Then I recolored the parts that have characters to match the background color.

 

This status bar from Dystopia however was very hard to make...

On 7/26/2022 at 9:32 PM, PKr said:

 

  Hide contents

STBAR.png.eaa4691b5088286be681c2e392f2fc5f.png

 

It required a lot of tinkering with Gimp effects to make it look like a part of the original asset. On top of that I couldn't make it as pixelated as the original stbar, so it's still not 100% good. Looks ok in game though (well, that particular stbar isn't the greatest part of Dystopia 3, but you get the idea... 😄).

 

These ones...

On 7/26/2022 at 9:32 PM, PKr said:

What a coincidence... I have just played https://doomwiki.org/wiki/Invasion..._Level_2:_The_Upper_Decks which has a very similar stbar...

  Hide contents

TITLEPIC.png

WIMAP0.png.d1e0fc8d71c2173f708d3d6afedbae78.png

 

...are drawn by hand (by mouse to be more precise) + a lot of filters tweaking in gimp.

 

As for the more complex assets provided by other people in this thread - it's the same process + talent + experience. So answering the second part of the question - the difficulty ranges from trivial to "wtf how did you even do that".

Edited by PKr

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