Wadmodder Shalton Posted June 8, 2022 Did some simple widescreen edits for the following graphics from the DWANGO PWADs. 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. 3 Quote Share this post Link to post
OpenRift Posted June 9, 2022 1 hour ago, Wadmodder Shalton said: Did some simple widescreen edits for the following graphics from the DWANGO PWADs. 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. 3 Quote Share this post Link to post
Wadmodder Shalton Posted June 9, 2022 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. 0 Quote Share this post Link to post
OpenRift Posted June 9, 2022 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? 0 Quote Share this post Link to post
Tycitron Posted June 9, 2022 I hope somebody makes one of these for TNT Revilution/Devilution, that would be cool. 4 Quote Share this post Link to post
OpenRift Posted June 9, 2022 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. 0 Quote Share this post Link to post
Arsinikk Posted June 13, 2022 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. Here's my stab at a Scythe TITLEPIC based on your INTERPIC: 9 Quote Share this post Link to post
Arsinikk Posted June 13, 2022 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: 13 Quote Share this post Link to post
Quill Posted June 14, 2022 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: This reminds me, I widescreen'd a status bar made for MM1 but never got to show it. 10 Quote Share this post Link to post
Quill Posted June 14, 2022 Original link to the status bar (made by @SiFi270) was dead but thankfully I still have it. MementoMoriSB.zip 3 Quote Share this post Link to post
MauryMyers Posted June 14, 2022 (edited) 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 June 14, 2022 by MauryMyers Corrected Credits 5 Quote Share this post Link to post
Quill Posted June 14, 2022 (edited) 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 June 14, 2022 by dotQLL 2 Quote Share this post Link to post
Quill Posted June 14, 2022 (edited) 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 INTERPIC BOSSBACK STBAR 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 CREDIT INTERPIC STBAR Edited June 14, 2022 by dotQLL 9 Quote Share this post Link to post
PKr Posted July 5, 2022 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 1 Quote Share this post Link to post
Wadmodder Shalton Posted July 5, 2022 Doomed 2 Die's TITLEPIC now in widescreen. 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. 3 Quote Share this post Link to post
PKr Posted July 7, 2022 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... (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)_/¯ 14 Quote Share this post Link to post
Kinsie Posted July 7, 2022 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 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. 6 Quote Share this post Link to post
PKr Posted July 7, 2022 3 hours ago, Kinsie said: 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... 0 Quote Share this post Link to post
Wadmodder Shalton Posted July 20, 2022 TITLEPIC for a Single-Level PWAD called Suffer now in Widescreen 0 Quote Share this post Link to post
Devalaous Posted July 24, 2022 (edited) 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: 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: This is how it looks in the Unity Port Edited July 24, 2022 by Devalaous 1 Quote Share this post Link to post
Scuba Steve Posted July 24, 2022 The unity port doesn't support 21:9, it has to be resized to 16:9 or 426x200. 7 Quote Share this post Link to post
Devalaous Posted July 24, 2022 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 2 Quote Share this post Link to post
Wadmodder Shalton Posted July 24, 2022 (edited) Here's the status bar from the Mr Smiley Head Safari TC in widescreen. 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 July 24, 2022 by Wadmodder Shalton 5 Quote Share this post Link to post
PKr Posted July 26, 2022 (edited) 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. 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 ...I just realized it's supposed to be a moon. :/ Oh well, it looks ok in game as it is... STBAR (426x200): While we're at it https://www.doomworld.com/idgames/levels/doom/g-i/invade1: Spoiler Dystopia 3 (426x200): Spoiler Osiris (426x200): Spoiler Edited July 28, 2022 by PKr 3 Quote Share this post Link to post
Mike Stu Posted August 10, 2022 Back on my bs, did a quick one for Lost Civilization by Jaska: .wad below 'cause I'm a nice man I think. Lost_Civilization_STBAR_Wide.zip 5 Quote Share this post Link to post
Mike Stu Posted August 14, 2022 (edited) 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: 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 August 14, 2022 by Mike Stu 4 Quote Share this post Link to post
rzh Posted August 15, 2022 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: 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. :) If you combine it with a helmet it's really neat. 5 Quote Share this post Link to post
DannyMan Posted August 19, 2022 I wonder how you can make widescreen assets, is it easy or difficult? 0 Quote Share this post Link to post
PKr Posted August 19, 2022 (edited) 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)_/¯ ...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 ...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 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 ...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 August 19, 2022 by PKr 2 Quote Share this post Link to post
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