DHTP (DOOM high resolution texture project)

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Comments

  • Where and what is that from? I'd like to have something like that as an alternate pack and a high res of the originals pack.
  • I found it in google images and this is the website it is from: http://www.humus.name/3D/DeferredShading2_large.jpg as seen if you click 'quote' under my post and look at the link of the image. Actually here: http://www.humus.name/index.php?page=3D&&start=8
  • Too tech for me but does look good. I doubt these games will ever look so good.
  • Given enough time and looking at the progress we have been having in jdoom lately, we very well might achieve at least this detail. It might be 2 or more years from now though. Also, with people like you willing to enhance the textures, it makes it more likely.
  • First doomsday has to support all the features necessary for that. Right now they've been making baby steps towards the newer lighting model they are using.
  • Yep, I said 'given enough time'. I didn't know a newer lighting model was the current step though, but I had a feeling that lighting would be improved somehow, like dynamic lights. Not sure how they will improve it though. Probably make them emit light more accurately and shine more accurately off of surfaces (like in that photo) and display more variety of lights at once while keeping good performance. That's my guess.

    To have the detail that is in that photo no doubt requires progress on both the engine and the creation of new texture packs and addons. So I don't expect it to occur too soon, but maybe a few years if the current rate of progress continues. Of course the detail in the photo above is not even close to the best we can do in today's games, so I doubt it is the ultimate goal on graphics for doomsday (jdoom is always a work in progress since it is a port).
  • One thing you guys may want to start thinking about is normal, spec, AO and depth maps for the textures you are making now. The new renderer isn't here yet. I don't even know if it is even in testing yet, but retrofitting 'next gen' features to a load of existing textures will be a major b*ll ache.

    Better to start off now.

    Oh, and no matter what anyone tells you, the best way of doing next-gen textures is to make a model and bake it off.
  • Hello! I’ve noticed the sky texture on Doom 2 “city levels” is misplaced. The levels with the original “city skyline” (map 12 to map 20) were misplaced by the sky from Doom “1″ epsode 2 “The Shores Of Hell”.
    Can you change it?
  • You can paste a folder in the root directory called 'skies' then copy the sky texture you want to use into the proper folder (doom 2) after changing the name to match the existing texture being used to replace it after cutting out the file of the same name (if you want to use a different texture in place of it for that part of an episode). Then paste the ded files in the addons folder and select the sky 2 ded for doom 2 in the launcher, etc.
  • I wholeheartedly advise against doing what gary suggests, also, he appears to be talking about a different add-on entirely. Doing that will inevitably result in an unmanageable, or worse, broken, installation. It is completely unnecessary (and somewhat foolish in fact) to modify the Doomsday installation directory manually.

    If you really want to load the components of add-ons from a directory, make use of the virtual directory mapping features in the engine which are designed for this purpose.
  • Indeed, the correct way to do it, is to open the hi-res texture pack PK3 and move the Doom1 skies out of the textures root folder and into a Doom1 sub folder.

    Textures in the textures root folder are used by all games, if a texture doesn't exist in one of the game specific sub folders. In this case, the pack doesn't contain a hi-res SKY2 for Doom2, in the Doom2 subfolder, so Dday is lifting the SKY2 texture, meant for Doom1, out of the texture root folder; some textures in Doom1 and Doom2 are different, but have the same names (the skies and several switches).

    The reason the Doom1 textures are in the root texture folder, rather than in a Doom1 sub folder, is because Dday lacks a sub folder for 'all versions of Doom1' and instead has separate sub folders for every version of Doom 1 (i.e. Doom shareware, Doom1, Ultimate Doom), meaning the textures would have to be duplicated in every folder.
  • I don't have any editor and neither know how to change it.How can i put the original sky on the levels?
    I need a edition program, right?
  • A PK3 is simply a renamed ZIP file. PK3s can be opened and edited using any ZIP tool, such as that built-in to modern Windows or apps such as WinZIP. Once opened follow Vermil's instructions above.
  • I have made a Doom2 sky 2 texture, but I don't think it's good enough to go into the pack
  • Fair enough. In that case however it would be a good idea to reorganise the sky textures in the pack to resolve this issue.
  • Thanks a lot.
    Does anyone have the original Doom 2 Sky2? I will put it on the Doom 2 texture folder 'til a hi-res versios is released.
  • I have the hi res sky 2:

    http://imgur.com/J4rlw

    http://imgur.com/mHWtu

    http://imgur.com/iqxK6

    http://imgur.com/RbXaf

    http://imgur.com/3K0H8

    http://imgur.com/pLCXr

    Maybe you can download these and put them in a pack. They were part of a pack I have.
  • Hello, thanks!
    I see this textute is comprised by many parts, how can i use as a whole on the levels?
  • I might have to send you the ded through email since it won't let me post it as an attachment. Why does this forum have to make attachments and sending files so difficult? I need a way to send you the file. How can I do it? Maybe you can pm me your email.
  • Why bring skyboxes into a hi-res texture discussion?

    If he wants skyboxes, he can just download the skybox (Slides Skyboxes) pack from the add-ons page and use the doom2 sky component, rather than you sending him said component separately.

    http://dengine.net/addons
  • For some reason he was having trouble getting the hi-res version and the people posting before him were talking as if a hi-res version wasn't in a pack or like it was forgotten. So I didn't know if it was still available on the addons page, though I have it. Yeah, he can just download them since they are probably still downloadable.
  • The problem is the Sky2 texture on Doom 2 is missing (the "city skyline"), so the game misplaces the sky with the Sky2 from Doom.
  • I've sent my e-mail by PM
  • Done... i've downloaded the slide skybox and selected the sky2, now it's correct.
    Thanks for the help!
  • gary wrote:
    Why does this forum have to make attachments and sending files so difficult?
    Because a) this is not a file sharing service b) this is a forum and not a file sharing service c) there already exists dozens of file sharing services, which don't use up our bandwidth and cost the project real money in the process.
  • Well, ded files are very small.
  • Saving the user a couple of mouse clicks (by allowing them to upload files to our forum) is no justification for adding to our bandwidth consumption. Particularly when there are dozens of free alternatives.

    We already allow uploading some small files and images, however some file types are deliberately blocked to discourage it when it makes sense to do so. This mostly includes textual file types like .out and .ded
  • What license using this pack? Can I use some of textures from this pack (and edit it) for my own [engine (and game)] project? (of course, pointing out that textures are not my production?)

    Sorry for my English ..
  • Hi! From the last couple of months I'm work on some textures and flats for Doom. I decide to upload first demo of my work. This file contain all textures and flats for E1M1 Hangar and few textures from other E1 levels. There are some textures that I don't show on this forum and there is some placeholders and unfinished ones (I don't have much time for now, so I decide to share this in that form). Play with it and give me some constructive criticism.

    E1M1 textures pack demo:
    http://www.filedropper.com/rtextures

    Just unzip the textures and flats folders to your JDoom or GZDoom directory.
  • Note that it is unnecessary to actually unzip them to the Doomsday folder (which is bad practice). Doomsday can load them just fine from within the .zip
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