WidePix v1.3 [complete/final] - GZDoom 4.7.1

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
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Gez
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Gez »

Scuba Steve wrote:Thy Flesh Consumed takes place on a farm?
Canonically Doomguy emerges on Earth in a lush green field, and the city levels don't start until Doom II, so TFC has got to be in the countryside.
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Enjay
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Enjay »

Looks like the lush green field has taken a beating already.
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MartinHowe
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by MartinHowe »

Well I have said before that while id say that TFC makes the other episodes look like a walk in the park, it's TFC itself that has that 'open air sunny day' feel to it, particularly the wood/marble levels. Perhaps TFC is Satan's idea of a park for demons :p
Scuba Steve
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Scuba Steve »

Enjoy.

Edit: Oh, right, It's not a big deal, but I didn't adhere to Nash's project goal of unaltered original 4:3 images for this fan-made episode interpic. I figured since it's already unofficial, it doesn't really matter.
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Last edited by Scuba Steve on Wed Apr 22, 2020 11:35 am, edited 3 times in total.
666
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by 666 »

A widescreen farm!
Thanks Scuba :D
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Nash
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

Redneck Rampage, Doom Edition. :D
boostaddicted
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by boostaddicted »

Is this an enhancement to play Doom/Doom2 at 21:9, or just the backgrounds/loading screens, etc? My monitor is a 3440x1440 21:9 monitor and was curious about the added benefits of your work.
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Nash
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

It extends the artwork for the backgrounds and intermission screens. The originals were drawn in 4:3, so if you play in 16:9 or 21:9, they'd normally be just black. The project aims to remedy that.
Scuba Steve
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Scuba Steve »

boostaddicted wrote:Is this an enhancement to play Doom/Doom2 at 21:9, or just the backgrounds/loading screens, etc? My monitor is a 3440x1440 21:9 monitor and was curious about the added benefits of your work.
Ho boy, are you in for a treat when this is released!
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SiFi270
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by SiFi270 »

I tried my hand at some D2BFG/NRftL stuff. Can't guarantee it'll be any good, or even any use.
NRFTL3.png
NRFTL4.png
As I said on the first page, the top one's from the Eternity Engine's launcher. I'm not really sure where to look for more specific credits than that.
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Scuba Steve
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Scuba Steve »

The first one looks like it's based on the widescreen version of the BFG background art that's in my folder of widescreen images.

https://drive.google.com/open?id=1bXTQk ... 4GsiHVyVGp
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SiFi270
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by SiFi270 »

They both are. I'm sorry, I thought that'd be clear.

The second one (or rather, the 4:3 image I based it on) is darker than the original DMENUPIC but with some light around the title. I tried putting it on top of yours and making some further adjustments in paint.net, and it's only now I've noticed a big ugly seam on the left hand side, so I guess I'm really not cut out for this.
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Graf Zahl
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Graf Zahl »

Seeing these last few images, would there be any interest in doing replacements for some PWADS, provided I added a feature to the engine to replace textures based on their MD5 hash?
Let's say you got a titlepic with a hash of 1CE294781A2455DE72C197E0B3DF621A, and there was a TITLEPIC_1CE294781A2455DE72C197E0B3DF621A.png image provided it'd replace the original texture. That way all those custom images could be added to the same mod without any risk of interference with the names.
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Nash
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

I only have enough free time and energy to work on the vanilla graphics for now but - as maintainer of this pack, if anyone wants to contribute graphics for popular PWADs, I'd be more than happy to include them - with your proposed hash system. Yeah, that's a convenient feature.
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Tormentor667
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Tormentor667 »

Graf Zahl wrote:Seeing these last few images, would there be any interest in doing replacements for some PWADS, provided I added a feature to the engine to replace textures based on their MD5 hash?
Let's say you got a titlepic with a hash of 1CE294781A2455DE72C197E0B3DF621A, and there was a TITLEPIC_1CE294781A2455DE72C197E0B3DF621A.png image provided it'd replace the original texture. That way all those custom images could be added to the same mod without any risk of interference with the names.
This would be extremely useful in other occasions as well. Many of them that I can't think of yet :P

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