WidePix v1.3 [complete/final] - GZDoom 4.7.1 [2025 now integrated into Heretic + Hexen Remaster!]

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Scuba Steve
Posts: 1060
Joined: Sat Mar 27, 2004 8:56 pm

Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Scuba Steve »

Nash wrote:Okay great, so it looks like I only got the size wrong for 21:9. Scuba Steve gonna be mad. :P Steve, if you feel it's too much trouble, that's okay - I can take whatever we already have now and just extend them further.
You're just lucky school is cancelled from coronavirus and I've got nothing better to do.
User avatar
Nash
 
 
Posts: 17512
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

Steve, are you able to use Github? I should just give you commit access to WidePix's repo so that you can commit the files directly.
Scuba Steve
Posts: 1060
Joined: Sat Mar 27, 2004 8:56 pm

Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Scuba Steve »

I've never used it before.
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Gez »

drfrag wrote:This is not that simple then. 16:9 = 1.7777... 356:200 = 1.78 :?
Now i see you need that for aspect correction but the screen resolution is 356.
Can you agree with me that 4:3 == 12:9 ?

Once you do that, you can just focus on width and ignore height.
12:9 => 320

Then you divide 320 by 12, and get 26⅔. That's your "unit" of texels per point of aspect ratio width.

If you want to go from the height and use aspect ratio value, then why not. But keep in mind correction, it's not 200 but 240 you need to use for height. 240/9=26⅔ (this value again, what are the odds?), so you end up with the same 426⅔ and 560 for 16:9 and 21:9. Or you can look at how 16 is a 33% increase from 12, and so take 133.33333...% of 320, and you get, surprise, 426⅔. Or hey, 4:3 is 1.33333..., 16:9 is 1.777777...., 1.777777777... / 1.33333333.... = 1.333333333.... again, as in 1⅓² = 1.77777777.... So we still end up with 426⅔. No matter what path we take, we end up with the same result. It's like maths are trying to tell us something.

Your 356 width is for an aspect ratio of about 1.483333333... instead of 1.777777777777... So it's slightly less wide than 3:2 (a perfect 3:2 would be 360x200).

And just for fun: how about tall screen ratios, like 5:4 (e.g. 1280x1024)? 320/5=64. 4*64=256. That's 16 pixels more than the 240 the image normally gets stretched to. With aspect ratio correction into account, 16/1.2 gives us 13⅓, so we'd need 320x213⅓ to get a 5:4 image.

The conclusion from all that is that we need to triple the resolution is we want to get nice values.
dmslr
Posts: 74
Joined: Tue Aug 06, 2019 2:11 am

Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by dmslr »

Nash, what do you think of the widescreen statusbar?
Scuba Steve
Posts: 1060
Joined: Sat Mar 27, 2004 8:56 pm

Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Scuba Steve »

I'll be honest... expanding the core screens from 320 to 474 was a hell of a lot easier than expanding it to 560. It's almost double the amount of additional artwork needed to fill the entire screen. It's proving a lot more challenging now that some of these images have been stretched to their maximum.
You do not have the required permissions to view the files attached to this post.
Scuba Steve
Posts: 1060
Joined: Sat Mar 27, 2004 8:56 pm

Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Scuba Steve »

Ugh... how do they look? I feel like I'm just hacking shit together... I hope it looks decent.
You do not have the required permissions to view the files attached to this post.
User avatar
Nash
 
 
Posts: 17512
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

They look great to be honest. I would not have done them any differently. Steve don't burn yourself out on account of my project. I know it's a crazy insistence but that what I've always wanted... if there are any of the graphics that you absolutely don't want to deal with, feel free to let me take care of them.
User avatar
Nash
 
 
Posts: 17512
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

dmslr wrote:Nash, what do you think of the widescreen statusbar?
Status bars have been covered by other project authors and I'm not exactly up for asking for permissions to loot resources from other authors at the moment.

I may cover the Hexen and Heretic HUDs (they HAVE been done in the past yes, the former by me even and the latter by... neoworm I think?)... the Hexen one more so because I was the first one to do it and I have improved art-wise since back then that I feel a revisit is justified... only these 2 games interest me as far as widescreen status bar goes... well, we'll see. It isn't time to cross that bridge yet - we have a crapload of graphics to extend to 560 pixels currently... :mrgreen:
User avatar
Enjay
 
 
Posts: 27511
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Enjay »

Just dropping in to say how impressed I am with the quality of what I'm seeing here. These could easily be mistaken for id original widescreen versions of the artwork. Very nice job. The added edges fit seamlessly onto the central 320x200 images. Very nice, very nice indeed.
User avatar
Tormentor667
Posts: 13557
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany

Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Tormentor667 »

Enjay wrote:Just dropping in to say how impressed I am with the quality of what I'm seeing here. These could easily be mistaken for id original widescreen versions of the artwork. Very nice job. The added edges fit seamlessly onto the central 320x200 images. Very nice, very nice indeed.
I can only second this. You guys are brilliant, this is the best quality for widescreen graphics I can imagine.
Scuba Steve
Posts: 1060
Joined: Sat Mar 27, 2004 8:56 pm

Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Scuba Steve »

DOOM!

I got this, Nash!!
You do not have the required permissions to view the files attached to this post.
Scuba Steve
Posts: 1060
Joined: Sat Mar 27, 2004 8:56 pm

Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Scuba Steve »

Complete 21:9 Commercial Doom fullscreen images

Keep an eye out for glaring errors, seams, color mismatches, and silly mistakes. I also like the idea of a widescreen status bar... but if we don't want to go looking for the original creators to attribute, it would be trivial for us to make one.
User avatar
Nash
 
 
Posts: 17512
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

I'm calling dibs on the Hexen and Heretic status bars.
Scuba Steve
Posts: 1060
Joined: Sat Mar 27, 2004 8:56 pm

Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Scuba Steve »

I mean.. just something as simple as this would look far less jarring than those green bricks.
You do not have the required permissions to view the files attached to this post.

Return to “Graphic/Audio Patches”