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I am attempting an enhancement project for the Doom 2 iwad sprites. After extracting them to a folder and converting their formats to png, 24 bit true color and resolution increase to 200 pixels, I have constructed two separate sprites wads using Xwe. One wad I used the standard wad building techniques by loading the sprites in between the SS_ headers. Although I had gone through extensive graphic display enhancements, the sprites still doesn’t display as well as I would like to see them. Plainly put, if I enhance these sprites any more, then I'll probably start seeing graphic distortion. On the other hand, my second sprite's wad, the same enhanced pngs were loaded in between to headers SS_, but as "raw data", and are being displayed as pngs and not sprites. There are no x-y offset settings and trying to match these settings with the ones from the Doom 2 iwad is useless!
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After say this... Here's what I would like to accomplish.
Using the standard enhanced sprites wad, the Doom 2 engine just breaks them back down to the 256-color palette!
There's nothing I can do about this, so this approach is out! On the other hand, if I can get the "raw data" sprites wad to display the sprites thus getting around the filtering of the engine, then this is what I'm interested in doing!!! I'm using the Zdoom/Hexen format for the construction configuration of my map and am recommending Gzdoom port engine for game play, because of its excellent OpenGL rendering capabilities. What processes do I have to do to get these "raw data" sprites into my map and function properly for game play?
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There reason I post this here, is to get the opinions of the team that built the best port engine I know of... If there's anything you guys can help me with here, I sure would appreciate it.

Thank you