WidePix v1.3 [complete/final] - GZDoom 4.7.1
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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.
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project
After some pixel pushing and serious chopping... I think I have a serviceable Plutonia Titlescreen that does not mess with the 4:3 image. It's not as nice as the other... but it fits the project more accurately. I'll add it to the google drive with all the others.
Now the only edited image is TNT interpic that removed a single pixel black border.
Now the only edited image is TNT interpic that removed a single pixel black border.
- Tormentor667
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project
I really think that this should be added as a standard package to GZDoom. Can someone point the developers to this?
Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project
Am already aware of this. If that's really a common desire, then we'll have to see how Graf thinks, but let's wait until it's finished.Tormentor667 wrote:I really think that this should be added as a standard package to GZDoom. Can someone point the developers to this?
Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project
The feature itself still has some issues (there's one open issue still, and I haven't checked all of the 2D screens, and lastly I have no idea how to correctly handle the bunny scroller (it's also glitchy last I checked))
Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project
How about the widescreen statusbar (like this) included in this mod?
- Tormentor667
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project
I agree here as welldmslr wrote:How about the widescreen statusbar (like this) included in this mod?
Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project
Okay so umm... I just came to the realization that I may have gotten the size incorrect for 21:9. Is it really 474x200?
Actually are these numbers even correct? I want to know the exact dimensions needed to make sure the graphics scale cleanly to cover the pillarboxes.
320x200 -> 16:9 -> 426x200
320x200 -> 21:9 -> 474x200
Actually are these numbers even correct? I want to know the exact dimensions needed to make sure the graphics scale cleanly to cover the pillarboxes.
320x200 -> 16:9 -> 426x200
320x200 -> 21:9 -> 474x200
Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project
If we say that 320x200 is 4:3 (it's 16:10, but then it's aspect-corrected by being stretched vertically 20%, ending at 16:12, which is 4:3), then we can simply say that 4:3 is the same thing as 12:9. Now we can compare just the width, since 200 with ARC is 9.
320 is 12. 320/12 = 26⅔
26⅔ × 16 = 426⅔ -- to be safe you could round up to 427.
26⅔ × 21 = 560 -- and since 21 is a multiple of 3, we get a round number, hurray.
So for 21:9 pics, you need 560x200.
320 is 12. 320/12 = 26⅔
26⅔ × 16 = 426⅔ -- to be safe you could round up to 427.
26⅔ × 21 = 560 -- and since 21 is a multiple of 3, we get a round number, hurray.
So for 21:9 pics, you need 560x200.
Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project
And what about 16:9? Is 426x200 correct? Sorry I need the answer spoonfed to me, I'm not exactly known for being good at maths... I just want to avoid doing wasted artwork...
- drfrag
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project
356x200?
Last edited by drfrag on Sat Mar 21, 2020 2:45 pm, edited 1 time in total.
Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project
Technically you need 426⅔x200 to have a true 16:9, so it's up to you if that ⅔ should be rounded up to 427 or down to 426.
That's what my lines were about. If you consider that 320x200 stretched to 320x240 is 12:9 (4:3, where you multiply both factors by 3 so they're kept proportional), then you have only one value to keep track of, that's the width.
12:9 -> 320
16:9 -> 426⅔
21:9 -> 560
32:9 -> 853⅓
That's what my lines were about. If you consider that 320x200 stretched to 320x240 is 12:9 (4:3, where you multiply both factors by 3 so they're kept proportional), then you have only one value to keep track of, that's the width.
12:9 -> 320
16:9 -> 426⅔
21:9 -> 560
32:9 -> 853⅓
13.35:9?drfrag wrote:356x200
Last edited by Gez on Sat Mar 21, 2020 2:46 pm, edited 1 time in total.
Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project
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. But yeah, I insist on making this pack 21:9-accurate because if I only make it 16:9 accurate, someone who plays on ultrawide will complain. So might as well do the work up front.
I wonder if this is also why WidePix scales weirdly on 16:9...
I wonder if this is also why WidePix scales weirdly on 16:9...
- drfrag
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project
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.
Now i see you need that for aspect correction but the screen resolution is 356.
Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project
drfrag, you have to consider aspect ratio correction.
- drfrag
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Re: [WIP] WidePix: 16:9/21:9 Graphics Replacement Project
Yeah i saw that and edited my post.
Any possible license issue?Tormentor667 wrote:I really think that this should be added as a standard package to GZDoom.