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

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

Post by Scuba Steve »

Nash, how about this? I just tweaked it a bit and adjusted the offsets of mountains to make them less copy/paste.
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Nash
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

Yeah that's good. Thanks. I'll do the final art pass and QA/QC in a couple of days; caught up with other work ATM.

Oh and I need to figure out how to deal with the bunny scroller.
Scuba Steve
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Scuba Steve »

I already had a widescreen HD Doom 2 Titlepic... so I took what you had made and combined it with elements I had already created. You didn't like the previous left side before, how about this?

Also... that fucking blue corner... I made one variation where the bottom left corner was recoloured to red from blue.
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Hellser »

The red looks so much better than the blue, Scuba. I'd personally go with that.
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Nash
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

It is blue on the original 4:3 frame so it stays blue.
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Kinsie
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Kinsie »

I tried giving this a go myself:
Image
The end results are not very good, but hopefully they enrage a better artist into putting me to shame. Image
Scuba Steve
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Scuba Steve »

I had one in progress, Kinsie, but I used a couple splices from yours to improve what I had. I am assuming the widescreen EP3 ending style will probably work by extending space on the right and left equivalent to the standard widescreen expansion of a single frame... so I mocked this up in the meantime...

I also took one more stab at fixing the blue blob in the corner while preserving the original image... I dunno... the damn things is so hard to work with.

I've updated the Google Drive with all the files.

EDIT: Ling and I were talking about the widescreen city... and we're now pretty sure the brown things on the left are supposed to be streetlights illuminating a road into the city.
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Last edited by Scuba Steve on Wed Mar 18, 2020 9:07 am, edited 1 time in total.
Scuba Steve
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Scuba Steve »

I'm assuming this is how widescreen scrolling endings will work... I had to diagram it for my brain to see it.
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AlphaSoraKun
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by AlphaSoraKun »

This looks impressive, Nash!
Scuba Steve
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Scuba Steve »

Streetlights, not trees...
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Gez
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Gez »

Nash wrote:Strife is currently not planned because that would take a crapton of work (there are like 10 million graphics to replace for Strife)
Let's see:
  • CREDIT, HELP1, HELP2, and HELP3 are all built from HELP0, so they count for only one
  • RGELOGO is literally just a black screen with a tiny picture in the middle, doesn't really count
  • VELLOGO
  • PANEL1 to PANEL7 for the intro slidescreen, seven different pictures
  • SS2F1 to SS2F4, from the programmer slidescreen, four pictures
  • SS3F1 to SS3F4, from getting the Sigil, four pictures
  • SS4F1 to SS4F4, from getting the good ending, four pictures
  • SS5F1 to SS5F3 and SS6F1 to SS6F3 from getting the bad endings, six pictures total
  • The various M_ portraits, from M_PEAS1 to M_WORNER. 31 portraits. Not sure M_PRISNR is actually used in the game, it looks unfinished (plain white background) and I don't remember seeing it in a playthrough, so let's say 30 portraits. They all have borders so extending them would require deleting said border, but also there's not much to actually extend, except perhaps the shoulders for some of them and an abstract background made out of a gradient color, wee.
  • I'm not counting HUD sprites that get cut off, or the status bar, since those don't seem to be part of the project.
So that's "just" 27 pictures without the portraits.
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Nash
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

10 million was an exaggeration but those portrait pictures were what I was mainly nervous about... :P
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Gez »

Portraits where the character is partially cut off:
  • LDR0: shoulders, both sides
  • DERWIN: shoulder, left side (his right, I'll go with screen side)
  • GEOFF: shoulders, both sides
  • GUARD to GUARD6: shoulders, both sides. The colors of the uniform and helmet change, but the pauldrons are the same identical gray except for GUARD4 who's a little darker. Background gradient color also changes, but GUARD2, 3, and 6 have the same gray gradient; while GUARD, 4, and 5 have a near-identical red that could be extended identically.
  • JUDGE: shoulder, right side
  • MCGUFF: shoulder, left side
  • RICHTR: shoulder, both side -- this is actually the same body (and gradient) as GEOFF, only the head changes, so doesn't count
  • TEKGRY: shoulder, left side, but only a tiny bit -- basically the bit that's hidden by the border...
  • WERAN: shoulder, right side
  • WORNER: shoulders, both side
So that's nine portraits where a bit of the character would have to be drawn for widescreen. The rest is just extending the gradient color.
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Nash
 
 
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Nash »

@Scuba: check your ZDoom forum PM.

Also, please let me do the Strife ones LOL. I need something to do otherwise I get reduced to a mod pack compiler. :P
Scuba Steve
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project

Post by Scuba Steve »

I took care of the commercial Doom games... The rest are all yours :P

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