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Build Engine Widescreen Assets Appreciation Thread


OpenRift

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Similar concept to my Widescreen Assets Appreciation Thread, but for build engine games. At this point, enough source ports seem to support them that it would be a somewhat reasonable expectation for them to exist.

 

Currently, there's a few resources where you can get some of these widescreen-friendly sprites and backdrops, so here's what I've found as of writing.

 

 

Lastly, here's a couple of my own graphics that I made today for Blood and Powerslave.

3368.png.5b56ee25efa64c5607b8192e24afb514.png

3349.png.afdbde6bc32a793ee86576148fdf02de.png

3348.png.4e6ac543faa10deef2c20009053ad57e.png

2200.png.7bf8451861e1e80f370c9b49bf5ed04d.png

 

The purpose of this thread is to encourage people to create their own widescreen assets as well, because the Build Engine needs some love too!

Edited by OpenRift

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Here's the titlescreen I hacked together last year, looks like it's since been added to Nightfright's pack but I might as well throw it here for posterity's sake:

2493.png.3f3bbd2aac1856768801c691f64fe82c.png

 

4 hours ago, OpenRift said:

(probably not THE Jimmy, lol)

Definitely not our Jimmy. Ours is nice.

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This seems like a good opportunity to ask: how do I load Megaton Edition's widescreen weapons in Rednukem? Do I have to manually add them to a .pk3 like the one for Duke 64?

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9 hours ago, SiFi270 said:

This seems like a good opportunity to ask: how do I load Megaton Edition's widescreen weapons in Rednukem? Do I have to manually add them to a .pk3 like the one for Duke 64?

I'm not entirely sure, but I imagine you load them in the same manner that the NightFright's widescreen graphics, just replace the weapon sprites with the ones found in megaton edition.

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  • 5 months later...
On 12/28/2021 at 8:09 PM, OpenRift said:

Similar concept to my Widescreen Assets Appreciation Thread, but for build engine games. At this point, enough source ports seem to support them that it would be a somewhat reasonable expectation for them to exist.

 

Currently, there's a few resources where you can get some of these widescreen-friendly sprites and backdrops, so here's what I've found as of writing.

 

 

Lastly, here's a couple of my own graphics that I made today for Blood and Powerslave.

3368.png.5b56ee25efa64c5607b8192e24afb514.png

3349.png.afdbde6bc32a793ee86576148fdf02de.png

3348.png.4e6ac543faa10deef2c20009053ad57e.png

2200.png.7bf8451861e1e80f370c9b49bf5ed04d.png

 

The purpose of this thread is to encourage people to create their own widescreen assets as well, because the Build Engine needs some love too!

That Blood hud is clean! You wouldn't happen to have a download link for that puppy would you?

Oh and the Shadow Warrior stuff says it can't be downloaded securely.

Edited by ASON-Z-

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4 hours ago, ASON-Z- said:

That Blood hud is clean! You wouldn't happen to have a download link for that puppy would you?

 Oh and the Shadow Warrior stuff says it can't be downloaded securely.

For the Blood HUD, I usually just open up nblood.pk3 that comes with NBlood and replace 2200.png inside that, and it should work. As for the Shadow Warrior stuff, there should be an option to ignore that warning. I find warnings like that a lot when downloading stuff but chances are it's most likely a false flag.

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4 hours ago, OpenRift said:

For the Blood HUD, I usually just open up nblood.pk3 that comes with NBlood and replace 2200.png inside that, and it should work. As for the Shadow Warrior stuff, there should be an option to ignore that warning. I find warnings like that a lot when downloading stuff but chances are it's most likely a false flag.

Understood

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Now this is interesting.

I put the Shadow Warrior contents into my VoidSW directory and the weapon sprites seem to work,

but the widescreen versions of the title screen and HUD don't appear to show up as intended.

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14 hours ago, ASON-Z- said:

Now this is interesting.

I put the Shadow Warrior contents into my VoidSW directory and the weapon sprites seem to work,

 but the widescreen versions of the title screen and HUD don't appear to show up as intended.

Yeah, they don't work for me either. I think they probably haven't implemented support for those yet :/

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I tried my hand at hacking together some Witchaven shit specifically for a Samsara fork.

 

kGn4r7p.png

 

H9bwaQU.png

 

I probably won't go much further with it unless I get caught on hold for like half an hour again, but hopefully it convinces someone who actually knows their stuff to finish the job.

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  • 1 year later...
  • 4 months later...
Posted (edited)

Made widescreen graphics for "Legend of The Seven Paladins"

Edit: Just realized that I forgot something

 

Untitled2641_20240314151706.png

Edited by SuperDave938
Just realized that I forgot something

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On 12/29/2021 at 12:40 AM, SiFi270 said:

This seems like a good opportunity to ask: how do I load Megaton Edition's widescreen weapons in Rednukem? Do I have to manually add them to a .pk3 like the one for Duke 64?

 

It has been a while since I used Rednukem however it should not differ from eduke32. You don't need to do that. Assuming you have rednukem installed in it's own proper folder with proper game files:

1.- copy the hires folder, the tiles folder and duke3d-megaton.def to the rednukem install folder.

2.- create a new txt file on that same folder. Name it duke3d.

3.- rename the file extension of the file you just created to .def. In the end the file name + extension should be duke3d.def

4.- open that file in your text editor of choice

5.- add the following: include duke3d-megaton.def

6.- Profit

 

Also may I recommend that you play eduke32 instead of rednukem? The door bug is gone bro.

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Posted (edited)
On 3/14/2024 at 6:05 PM, hooth00t65416 said:

 

It has been a while since I used Rednukem however it should not differ from eduke32. You don't need to do that. Assuming you have rednukem installed in it's own proper folder with proper game files:

1.- copy the hires folder, the tiles folder and duke3d-megaton.def to the rednukem install folder.

2.- create a new txt file on that same folder. Name it duke3d.

3.- rename the file extension of the file you just created to .def. In the end the file name + extension should be duke3d.def

4.- open that file in your text editor of choice

5.- add the following: include duke3d-megaton.def

6.- Profit

 

Also may I recommend that you play eduke32 instead of rednukem? The door bug is gone bro.

 

It's common knowledge on Duke4 but I'll post it here for anyone interested. You can reuse the "High Resolution" assets of Shadow Warrior Classic Redux by basically doing the same I mentioned above. Obviously the names of the main def files change whether you are using VoidSW, Raze or BuildGDX but the basics are the same.

 

EDIT: The widescreen sprites are the same that Jimmy made AFAIK. The other menu, text and misc sprites however are new and don't look that bad tbh.

 

Also I'm not sure anyone will actually use the beautiful sprites Kinsie and SuperDave938 made for Witchahven and LotSP in the actual games but I guess they can be used in a mod as Kinsie points out.

 

Fun fact, there is also another commercial BEG out there. No it is not Tekwar. May I present you Liquidator 3D:

 

https://archive.org/details/liquidator-3-d.-7z

 

It would be incredibly funny if someone actually made widescreens sprites for that glorified TC.

 

Btw, @OpenRift How did you manage to center the widescreen logos for Powerslave? I managed to make them load (on pcexhumed) by adding them to exhumed.def via:

tilefromtexture 3368 { file "tiles2/3368.png" }
tilefromtexture 3348 { file "tiles2/3348.png" }

 

However they load off center when I run the game. Is there another parameter to be added?

Edited by hooth00t65416

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9 hours ago, hooth00t65416 said:

Btw, @OpenRift How did you manage to center the widescreen logos for Powerslave? I managed to make them load (on pcexhumed) by adding them to exhumed.def via:

 tilefromtexture 3368 { file "tiles2/3368.png" }
tilefromtexture 3348 { file "tiles2/3348.png" }

 

However they load off center when I run the game. Is there another parameter to be added?

I didn't, I just made them in case someone wanted to implement support for them.

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Posted (edited)
On 3/16/2024 at 12:05 PM, hooth00t65416 said:

It would be incredibly funny if someone actually made widescreens sprites for that glorified TC.

We already did, along with English translation and modern ports compatibility 

https://github.com/fgsfds/Liquidator-3D

Edited by fgsfds

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Posted (edited)
7 hours ago, fgsfds said:

We already did, along with English translation and modern ports compatibility 

https://github.com/fgsfds/Liquidator-3D

Oh hi fgsds! Fancy meeting you here lol. Yeah Dzierzan told me yesterday he actually did that as well. You guys are absolutely insane for supporting L3D but I respect the insanity lmao.

Edited by hooth00t65416

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  • 3 weeks later...
On 3/18/2024 at 12:12 AM, hooth00t65416 said:

You guys are absolutely insane for supporting L3D but I respect the insanity lmao.

Have you seen Legend of the 7 Paladins translation me and the boys made? Not sure which game is worse.

 

Anyway, found a couple of ultrawide screens I made for BuildGDX

 

3245.png.3b50cc21330c995f3604efa1d8b614ff.png

 

3240.png.a94b78b679f573e9df86a02729a935cd.png

 

2574.PNG.cdb8379a34753c3e64a0a3d9e0f567a9.PNG

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  • 4 weeks later...
On 4/6/2024 at 11:41 AM, fgsfds said:

Have you seen Legend of the 7 Paladins translation me and the boys made? Not sure which game is worse.

 

Anyway, found a couple of ultrawide screens I made for BuildGDX

 

Looking good mate! Thanks for sharing!

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