Hi, everyone! First post here, and I'll try to keep it brief.
When I run Hexen.wad in GZDoom, the fighter's fist weapon displays properly. It's automatically shifted around so that the punch comes from the right side of the screen, even on a wider screen resolution.
Using SLADE, I exported the sprites as .pngs and then did a few small cosmetic edits. (I removed the popping veins because they squick me out and make the fighter look dehydrated.)
Then I put them in the /sprites folder of a new .pk3 archive. I adjusted all of their offsets to be exactly the same as they were in Hexen and loaded the pk3. I used the exact same sprite names.
But when I ran it, the sprites weren't automatically shifted or scaled or whatever it is that GZDoom does to make the Hexen punch look fine on widescreen. Instead, it just looks like a disembodied arm appearing slightly inward on the screen. (It did use my sprites, but they weren't scaled to fit widescreen.)
I could try to manually adjust the sprite offsets until it looks right on my screen, but that wouldn't necessarily look good in other resolutions.
I've looked at the wiki and looked through all the GZDoom.pk3 entries, because that's normally what I do to solve problems. But I can't for the life of me figure out how GZDoom "knows" to adjust the Hexen.wad sprites to fit widescreen, but can't figure it out if the sprites are replaced. I assume it's something related to ZScript, or that I could at least replicate it with ZScript, but my experiments haven't helped.
Does anybody know how to fix this? I can adjust the offsets manually to make it look right on my screen, but I'd rather figure out how to do it automatically so it works at other resolutions.
GZDoom, Hexen weapon sprites, and automatic offset Zscript?
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
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Re: GZDoom, Hexen weapon sprites, and automatic offset Zscript?
It sounds like when you were seeing what you thought were the original sprites, you were actually seeing the ones from game_widescreen_gfx.pk3 which ships with GZDoom. As the name implies, it contains graphics to make things look good in widescreen, and that does include the Hexen fighter's punch.
However, it sounds like you exported the ones from Hexen.wad and edited them. They are not as wide and look exactly how you describe (a disembodied arm appearing slightly inward on the screen). When you load your file, your sprites are being used instead of the ones in game_widescreen_gfx.pk3. So, that's probably why things look fine with just hexen.wad loaded, but wrong with your sprites.
TL:DR the sprites that you actually want to edit for your PK3 are in game_widescreen_gfx.pk3, not Hexen.wad
However, it sounds like you exported the ones from Hexen.wad and edited them. They are not as wide and look exactly how you describe (a disembodied arm appearing slightly inward on the screen). When you load your file, your sprites are being used instead of the ones in game_widescreen_gfx.pk3. So, that's probably why things look fine with just hexen.wad loaded, but wrong with your sprites.
TL:DR the sprites that you actually want to edit for your PK3 are in game_widescreen_gfx.pk3, not Hexen.wad
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- Posts: 2
- Joined: Wed Jun 11, 2025 9:31 am
- Preferred Pronouns: She/Her
Re: GZDoom, Hexen weapon sprites, and automatic offset Zscript?
Oh, wow! Okay, yes, that's the problem. Thanks! I thought I checked every pk3 but somehow missed that one. *facepalm*
Okay, I should be able to fix this pretty easily, then. Thank you so much!
Okay, I should be able to fix this pretty easily, then. Thank you so much!