Widescreen assets - Take two
- Phredreeke
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Widescreen assets - Take two
I was going to post this in the old Widescreen modding topic but that was locked.
Anyway, mjr4077au asked if I could make a widescreen version of the Shadow Warrior end of level screen.
[imgur]https://i.imgur.com/jG9ehXS[/imgur]
[imgur]https://i.imgur.com/SZPhvq4[/imgur]
I felt the first version felt a bit empty, so I added posters of Duke and a girl, as well as the fighting dummy.
Anyway, mjr4077au asked if I could make a widescreen version of the Shadow Warrior end of level screen.
[imgur]https://i.imgur.com/jG9ehXS[/imgur]
[imgur]https://i.imgur.com/SZPhvq4[/imgur]
I felt the first version felt a bit empty, so I added posters of Duke and a girl, as well as the fighting dummy.
- Graf Zahl
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Re: Widescreen assets - Take two
Not sure if those posters are really needed. On a 16:9 screen you just see the edges of them but not what's really on them. For that you'd need a wider monitor or window.
- Graf Zahl
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Re: Widescreen assets - Take two
Thanks. That will need a bit of tweaking, because it has to disable the palette change, of course.
- Kinsie
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Re: Widescreen assets - Take two
I mapped the PNG to the same palette used for the titlescreen, so it should work?Graf Zahl wrote:Thanks. That will need a bit of tweaking, because it has to disable the palette change, of course.
- Graf Zahl
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Re: Widescreen assets - Take two
Not without a little bit of code tweaking - because the internal palette remapper would remap to the base palette. For it the special palette is just another palette translation.
But since I can detect if I have an image with its own colors this would be a two-liner to change.
But since I can detect if I have an image with its own colors this would be a two-liner to change.
- Graf Zahl
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Re: Widescreen assets - Take two
Can you please rework the transition from the main image to the right extension? That part doesn't really look good - the left side is much better and I cannot easily detect the seam between the original image and the added part.
- Phredreeke
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Re: Widescreen assets - Take two
Ok. I made a third version without posters while retaining the dummy in the corner.Graf Zahl wrote:Not sure if those posters are really needed. On a 16:9 screen you just see the edges of them but not what's really on them. For that you'd need a wider monitor or window.
[imgur]https://i.imgur.com/jJwPAMy[/imgur]
- Kinsie
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Re: Widescreen assets - Take two
Graf Zahl wrote:Can you please rework the transition from the main image to the right extension? That part doesn't really look good - the left side is much better and I cannot easily detect the seam between the original image and the added part.

- Graf Zahl
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Re: Widescreen assets - Take two
Nah, leave the posters, it's a nice easter egg for those who want to play ultra-wide. 

- Graf Zahl
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Re: Widescreen assets - Take two
That's definitely better.Kinsie wrote:Graf Zahl wrote:Can you please rework the transition from the main image to the right extension? That part doesn't really look good - the left side is much better and I cannot easily detect the seam between the original image and the added part.
Re: Widescreen assets - Take two
Well, forgive me if this is the wrong topic to ask, but in light of the information relayed on the other thread, it appears the only widescreen graphics missing (as far as weapons go anyway) are for the Mummy Staff from Powerslave. I was just wondering if anyone was planning to work on that? I do recall a potentially separate set of such sprites that was made many years ago for an old Zandronum mod, and I could maybe inquire as to who the author was, but if the consensus is that they could be easily created by users here then I wouldn't see a reason to bother with tracking that down.
Also, on this very day we happen to have an incredible coincidence...

Also, on this very day we happen to have an incredible coincidence...

Last edited by Dynamo on Thu Sep 17, 2020 1:43 pm, edited 3 times in total.
- Kinsie
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Re: Widescreen assets - Take two
Looking at the original unedited assets...


...it's going to be far from trivial to widescreen-ify all 11 relevant frames in a way that looks non-terrible without altering the pre-existing pose. Like, you'll have to add elbows and such.


...it's going to be far from trivial to widescreen-ify all 11 relevant frames in a way that looks non-terrible without altering the pre-existing pose. Like, you'll have to add elbows and such.
- Graf Zahl
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Re: Widescreen assets - Take two
Correct, and that's how those uncleared sprites look. This was a very complex rework.
- Phredreeke
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Re: Widescreen assets - Take two
The bloody arm when the player dies also lacks a widescreen version.