Meerschweinmann Posted October 5 (edited) Here are 32:9 super-ultrawide assets for the DOOM and Raven games. Download: Ultra-Widerpix854_V1.2.7z These assets can be used for other aspect ratios like 16:10 and 16:9 or so called 21:9 too. Per default the widescreen assets include only the necessary sprites that are cut by the original 4:3 frame, to overlap as little as possible with other mods. Tall skies and some sprite fixes from Julia Nechaevskaya are included too in an optional autoload folder to have mouse-look friendly skies and for example a Heretic mace weapon without that big black square "pixel" in it. Legacy of Rust and both Sigil assets are made by PhobosVB from Doomworld forum. Sigil TITLEPIC in this release was a cooperation of PhobosVB and Meerschweinmann. Thanks for that :) Alternate versions for Heretic/DOOM registered, an alternate modified TNT BOSSBACK and a tall DOOM2 hellish final revision sky are included too. Following games complete 32:9 widescreen assets are included: - DOOM (Registered and Ultimate) - DOOM 2 - Plutonia - TNT - Master Levels (Kex release style title) - No rest for the living (nerve.wad) - Legacy of Rust (id1.wad) - Sigil - Sigil II - Heretic (Registered and Shadow of the serpent riders) - Hexen - Hexen - Deathkings of the dark citadel Big thanks to Nash Muhandes and Scuba Steve, without your widescreen assets as base i could probably never have done that. These assets were tested by me with following source ports: - Crispy DOOM - Eternity Engine - GZDoom - International DOOM - Woof And they should work with many more. Examples: Tall skies: The file contains a separate folder with two between the bunnies extended bunny-screens for DOOM. One picture is for 21:9 and the other for 32:9. At the moment these are thought for developers only and are not supported by any source-port yet. Idea is to get better bunny-scrolls for so called 21:9 and 32:9 screens and that some source-port authors find the idea interesting. The pictures are extended between the bunnies so that spiked Daisy is a similar amount of pixels out of screen before scrolling begins, as she is in 16:9 with the default DOOM assets. The above is the 72pixels wider 21:9 version, the below the 216 pixel wider 32:9 version: Edited 22 minutes ago by Meerschweinmann 13 Share this post Link to post
Wolfenfan Posted October 5 seems cool perhaps you could combine it with the extended sprites from ID vault and the final revision of Doom 2's hell sky? 2 Share this post Link to post
Meerschweinmann Posted October 13 (edited) On 10/5/2024 at 11:48 PM, Wolfenfan said: the final revision of Doom 2's hell sky? Here it is. Edited October 15 by Meerschweinmann 0 Share this post Link to post
rainElemental Posted October 14 On 10/5/2024 at 3:53 PM, Meerschweinmann said: This could be a great sky for a map. 1 Share this post Link to post
Wolfenfan Posted October 15 On 10/13/2024 at 4:02 AM, Meerschweinmann said: Here it is. And the updated alternate hellish sky file from Julia Nechaevskaya's tall skies. Will include this in the "alternate versions" folder with the next release. DOOM2_Skies_JN_Modified.7z thx 1 Share this post Link to post
Meerschweinmann Posted October 15 (edited) Today there is an update. The hellish final revision DOOM2 sky was included in the alternative folder, thanks to @PhobosVB Legacy of Rust could be added, No Rest for the Living is now extended and added, the DOOM TITLEPICs became an update above the mountain on the left side (thanks to PhobosVB for noticing it and remembering me), and the blue HELP assets were updated too on that mountain. The Ultimate DOOM CREDIT screen was updated in the dark areas with the correct stone background from the id Vault. 3 Share this post Link to post
Meerschweinmann Posted October 23 Today there was another update. Sigil and Sigil II are now available in 32:9. Thanks to @PhobosVB The Sigil TITLEPIC is different to that posted in the widescreen assets thread. 1 Share this post Link to post
rainElemental Posted October 23 @Meerschweinmann Can I use the ending for The Shores of Hell as a sky for one of my maps? Thanks. 1 Share this post Link to post
Meerschweinmann Posted October 23 Just now, rainElemental said: @Meerschweinmann Can I use the ending for The Shores of Hell as a sky for one of my maps? Thanks. No problem. Would interest me too how it looks. 1 Share this post Link to post
rainElemental Posted October 23 2 minutes ago, Meerschweinmann said: No problem. Would interest me too how it looks. It may take me a while, but I will remember to show you. 1 Share this post Link to post
PhobosVB Posted November 2 (edited) Some TNT Revilution stuff I've done so far Edited November 2 by PhobosVB 2 Share this post Link to post
Meerschweinmann Posted November 2 4 hours ago, PhobosVB said: Some TNT Revilution stuff I've done so far Wow, they look great as usual! 1 Share this post Link to post
rainElemental Posted November 2 17 hours ago, PhobosVB said: Some TNT Revilution stuff I've done so far Nice job, @PhobosVB. Can I ask what tools did you use? 0 Share this post Link to post
PhobosVB Posted November 2 (edited) 1 hour ago, rainElemental said: Nice job, @PhobosVB. Can I ask what tools did you use? I usually start with preexisting 16:9 or 21:9 extensions made by Scuba Steve. He gives people permission to use and edit his stuff without credit. I'll also use reverse image search to try to find hd and large versions of the original images used in the pics (for example, TNT Revilution doesn't have "original artwork" per say, but uses pics that can be found online in large aspect ratios). For the actual hands on editing of pics, I used Pixlr which is basically a free online photoshop tool. When I'm done with the editing and extending in pixlr, I export as PNG, import it into slade, and convert it to Doom's color pallete so it will be compatible with engines that don't support pngs. If the conversion to Dooms pallete messes with the image, some more refining may be necessary in pixlr. A few extra things: - Keep the original 4:3 image as the top layer at all times. Do not edit the original 4:3 image - Get good at duplicating parts of the image. You don't always need to actually draw the missing details, sometimes it looks better and is easier to just copy and paste details. Just makes sure you go back and edit them by hand to make them look original and not copypasted. - I don't know of a better online photoshop tool than pixlr, but it limits you to 3 exports a day. I have bought a premium version of pixlr, so I don't have to deal with it anymore. - When you think you're done, you're probably not actually. It may take several days to have an alright finished product, so don't be so eager to be done with it. There have been times when I though I was done but others and even myself have noticed errors once I've posted it publicly. Edited November 2 by PhobosVB 2 Share this post Link to post
Meerschweinmann Posted November 2 (edited) To add something to what PhobosVB said. For pictures like NRFTL, Sigil or the DOOM2 intermission screen the clone and stamp tool is your best friend. It is much try and error. Copying details above each other to create new looking details. Then using the smoothing or warping(?) tool (don't know the exact english Name) to differ details or make them fit to the neighbour picture parts. By the way, i am using the free downloadable GIMP. GIMP can use DOOMs colorpalette that you can export with Slade3 to GIMP format. So you can work with the colors you have in game. No need to hope that Slade3 is converting it correct. And yes, it is not wrong to exchange each other. Sometimes you are so focused on some details that you tend to oversee something that is wrong. Edited November 6 by Meerschweinmann 2 Share this post Link to post
rainElemental Posted November 11 @PhobosVB & @Meerschweinmann: Thanks for all the info. It's going to be useful in my way learning how to modding Doom. 2 Share this post Link to post
Meerschweinmann Posted 20 minutes ago (edited) Today there was an update. The NRFTL and Sigil II assets were updated. The new Version 1.2 is downloadable now. 0 Share this post Link to post