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OpenRift

Widescreen Assets Pack and Appreciation Thread

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That version is a custom add-on for the Unity port. I'm still testing it, but I can probably release the wad soon (with the 21 original Master Levels cut, of course. Players will have to complete the wad themselves for copyright reasons). I'll likely release it with MM1 and 2, AV and HR (one of the reasons ive been requesting Hell Revealed)

 

The graphics wont work with the internal individual Master Levels though.

 

The same graphics are also used in my regular source port pack which is also under testing

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On 1/18/2022 at 10:23 AM, dotQLL said:

Figured that I hop in.

Some of these are a bit rough, however.

 

Ancient Aliens

  Reveal hidden contents

CREDIT/HELP

CREDIT.png.53ec491a673a3e5814db1bd31bb3877a.png

Intermission

INTERPIC.png.22661a0bcc380771abf69d4c8e982c62.png

BOSSBACK

BOSSBACK.png.04fea56614e31d37d54c45c94a238eb0.png

Episode ending images

E1PIC1.png.3af463cee97603aacbc6cd52724a8864.pngE1PIC2.png.663c4e6c3720f66ded773d4e1183365e.png

E2PIC1.png.d35342e496ed64509c9598e707559827.pngE2PIC2.png.ecb9f5b7d74464b2eea535b8dad6eb7d.png

E3PIC1.png.1c447695f6103fcfc407fe7c2d0ce3ff.pngE3PIC2.png.6479f8b9954402d788f377109ab4545f.png

 

Valiant

  Reveal hidden contents

TITLEPIC

TITLEPIC.png.e116dbb54618d8f524efaa8d19ce3383.png

CREDIT/HELP

CREDIT.png.28c8a5b44b64a0c3b3c750dd0b2fe9e8.png

INTERPIC

INTERPIC.png.497f851c2b82678ae66301dfe6ac9ba8.png

BOSSBACK

BOSSBACK.png.01f05b9c9d008217d84cb77287ca4048.png

Episode ending images

E1PIC.png.4ecff8634334ec7b3b6a14a9d10b43e3.pngE2PIC.png.aab1cb42d3eacc5ec10fa219c8d6da20.pngE3PIC.png.93d70546c350a853e90b823180d73d13.pngE4PIC.png.0e6c7da5e1ffccce6ebe2e8f32cafa7c.png

 

 

ready-to-use wad for those:

aaliens_ws.zip

valiant_ws.zip

 

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On 9/15/2022 at 1:25 AM, Devalaous said:

(one of the reasons ive been requesting Hell Revealed)

 

Welp

 

TITLEPIC_Wide_2.png.34371ceb119545dbe9fc12268817d9e6.png

INTERPIC.png.1b59000374bf4385221e633d672ce446.png

BOSSBACK_Wide.png.7910cf80b59a94c7e7007b74d8461396.png

CREDIT.png.c17586fd0cac5ecdf9a17b6441b151eb.png

HELP.png.128116a8256d4b81e8e2c7be693dd715.png

 

HR_Wide.zip

 

Fun fact: that rock pattern was absolute ass to get looking ok - my boyfriend actually did most of it, so call it a team effort.

 

Also, not 100% happy with the bossback, but it's so abstract already I don't think most will mind it. Just added some details to the borders, patterned the walls (?) and called it a day.

 

Enjoy!

Edited by Mike Stu : Updated the titlepic and bossback with additional detail.

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On 9/26/2022 at 10:26 AM, Wadmodder Shalton said:

Got Forest Valley's TITLEPIC and HELP2 graphics in widescreen, plus an alternate TITLEPIC in widescreen sourced from an earlier version.

FOREST_HELP2.pngFOREST_TITLEPIC.pngFOREST_TITLEPIC_ALTERNATE.png

 

Theres a graphic from the version in Maximum Doom that you could do for a more complete set, and if your doing Forest Valley, you also gotta do Ottawa U, the 'sequel' wad :p

 

forest.png

This version in particular, dunno if it has more graphics than that one

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13 hours ago, Devalaous said:

@Mike Stu Thanks to your work above, I've ported Hell Revealed to the Unity port with widescreen assets. I forgot to tag you in the post itself, oops.

 

Nice! Glad it helped. :)

 

Btw, I changed the bossback and titlepic slightly since the og post. Might wanna check if you're using the updated versions.

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22 hours ago, Kinsie said:

WlfpOBd.png

very wip don't stare too closely

hopefully that can be used in ECWolf

 

@Wadmodder Shalton since your focused on things using the Ultimate Doom graphics right now, I have a challenge for you: the megawad 'Ultimate Needs More Detail'

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Sorry for the double-post, but I'd like to request the widescreening of Doom 2 the way id Did's CREDIT lump for my Unity port conversion, and for a larger effort, 2002: A Doom Odyssey (This has two distinct versions, so it might be a large task if both are accounted for)

 

People outside of Doomworld using the Unity port wads I released earlier have called the ready-made widescreened wads 'beautiful', you guys are doing a great job :D

 

 

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On 10/12/2022 at 12:30 PM, Devalaous said:

Sorry for the double-post, but I'd like to request the widescreening of Doom 2 the way id Did's CREDIT lump for my Unity port conversion

 

Gonna go with the lower effort alternative here. Here's the CREDIT lump for d2twid:

 

CREDIT.png.385b52cfdf23e1231c7c7b84a40c1b13.png

d2twid_CREDIT_wide.zip

 

I'll let some other madman handle 2002ado and 2002ad10 for now. :P

 

Glad to hear people are enjoying the assets! Major props for your work on the Unity port.

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Thanks for that, I can release the wad properly now. I know I can technically release these things without, but the widescreen assets really make them feel a lot more professional and modern, and im approaching these conversions with absolutely no shortcuts if possible.

 

On that note, ive also discovered Cleimos 2 and Death Tormention Complete Trilogy are also Unity port compatible. Cleimos 2 has just a single graphic in need of widescreening, the TITLEPIC. The original Cleimos also has a graphic in need of expansion, but most people are just going to skip the original episode and play the sequel, as it has all 9 maps from the original, but Doom 2-converted.

 

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I'm trying import and edit NightFright's widescreen HUD for Harmony into the Unity port's add-on version of it but I'm having some problems with editing it with Aseprite. I exported the HUD graphic as a PNG via SLADE, take the PNG and load it into Aseprite and crop/edit it to work in the Unity port, save the changes, import it into the Unity port's Harmony WAD, convert it as a Doom format lump, save the changes to the WAD and load it into the game, and the colors don't match with what it should look like when I was editing it or viewing it in SLADE. Here's an example:

 

 

What it looks like in SLADE after editing it in Aseprite:
image.png.5593b6ede7cebd3b1d940354fc49dbb7.png

How it looks after importing and converting into the WAD with SLADE:
DOOM-2022_10_18_20-30-34.png.78fa419d24c84f5c17df8f37bd77632c.png

 

 

I've been also having a similar problem when I was trying to edit sprites for REKKR.

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At least Harmony uses its own palette and will look weird if you don't convert it back to Doom format with the same palette it was made with (SLADE has it available in its top-right dropdown menu). The tricky part: The palette for this re-release has been slightly edited, so you would have to add that one to SLADE first manually before messing around with the image. To do that, right-click on PLAYPAL --> "Palette" --> "Add to Custom Palettes", then give it a name. After that you can select the new palette in the dropdown menu like all the others (and also when doing palette conversions). 

 

As for REKKR, that one uses standard Doom colors (at least the standalone release did that was available before it came to Unity), so I dunno what could be the issue there.

 

For your convenience, I have attached (hopefully) properly converted Harmony STBAR graphics plus a widened BOSSBACK (since that one is still 4:3 in the Unity wad for whatever reasons).

 

STBAR.png

 

harmony2022_wide.zip

Edited by NightFright

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15 hours ago, NightFright said:

At least Harmony uses its own palette and will look weird if you don't convert it back to Doom format with the same palette it was made with (SLADE has it available in its top-right dropdown menu). The tricky part: The palette for this re-release has been slightly edited, so you would have to add that one to SLADE first manually before messing around with the image. To do that, right-click on PLAYPAL --> "Palette" --> "Add to Custom Palettes", then give it a name. After that you can select the new palette in the dropdown menu like all the others (and also when doing palette conversions). 

 

As for REKKR, that one uses standard Doom colors (at least the standalone release did that was available before it came to Unity), so I dunno what could be the issue there.

 

For your convenience, I have attached (hopefully) properly converted Harmony STBAR graphics plus a widened BOSSBACK (since that one is still 4:3 in the Unity wad for whatever reasons).

 

STBAR.png

 

harmony2022_wide.zip

Ah, that was problem the I wasn't seeing; I thought it was using the same palette as the original version because I was using the original Harmony palette that SLADE shipped with when converting the sprite from PNG back to Doom format. Thank you very much, and your HUD is much better than what I was editing.

 

Edit: I tried it out on the Unity port and it works great (screenshot)! Thank you once again NightFright!

Edited by AmethystViper

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claustroclaustrophoboclaustrophobicaphobophobia

Claustrophobia 1024

Spoiler

TITLEPIC
TITLEPIC.png.7f9720e3c85f6ab6c43455e4ec94e034.png

HELP

HELP.png.1d89b36bc056dba9a3cd4177ced161b3.png

CREDIT
CREDIT.png.fa3ff732d07bdd3293c709bf70b3f89c.png
INTERPIC 
INTERPIC.png.87708cedbd49aa7840ce79bab4029d90.png
BOSSBACK
BOSSBACK.png.0170c0c0e7e47f7670bc3a71eaf21a64.png


Claustrophobia 1024 2

Spoiler

TITLEPIC
TITLEPIC.png.61b00a20b0f513447525688bcd181f34.png
CREDIT
CREDIT.png.98462ce3a53172fc855a57b1efb5c6ba.png
Rest of the graphics is the same as Claustrophobia 1


 

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I chose not to do WIMAP4 since it's on a black background and black backgrounds go well with black bars.

Xaser's Lost Episode

Spoiler

FINAL1/FINAL2
FINAL2.png.390cdd6207c916b1a1791d4c5ed4cf59.png

 

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On 10/11/2022 at 10:43 AM, Devalaous said:

@Wadmodder Shalton since your focused on things using the Ultimate Doom graphics right now, I have a challenge for you: the megawad 'Ultimate Needs More Detail'

@Devalaous I looked into the Ultimate NMD TITLEPIC. Unfortunately, it requires me to look at the types of image painting (Watercolored or Hand Painted) and compression methods that the PWAD's author Fiend used to create the TITLEPIC, which is sadly beyond the scope of my widescreen asset creation, so I gave it a pass and lend it to someone/somebody else to do that. So instead, I just made widescreen edits of the following graphics taken out of the Duke v1.0 PWAD from the year 2000, which is in the Combos category on the idgames archive.

TITLEPIC.pngHELP1.pngHELP.pngPFUB2.pngENDPIC.png

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Green Goblin Deathmatch's TITLEPIC in Widescreen

Green_Goblin_Deathmatch_TITLEPIC.png

42 minutes ago, Devalaous said:

That's why I said it was a challenge :D

Exactly @Devalaous, I can't figure out what methods that the author of Ultimate NMD used for the TITLEPIC, so I gave up.

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I was going to suggest that one to you next, as its a neat little dorky episode from one of our communities' favourite composers. Ive played that episode a bunch of times.

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