DHTP (DOOM high resolution texture project)

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Comments

  • Are you sure?

    fCLLld1.png

    In my opinion part with painting are the same. Left - original id software texture, right - dhtp. About panel5 painting - I don't think that using a modified version of the little part of texture from such old game like SC can be risky.
  • you are meaning textures from wolf3d? not the ones made for doom2 by id?
  • I post textures from Doom2. DHTP version is rescaled version of that textures.
  • zzwolf 2 and 6 are out of the pack, thanks for letting me know.
  • KuriKai wrote:
    There are no photoshoped textures or upscaled original in this pack.
    This is honestly way too restricting. Because what this is saying is that it has to be 100% from scratch, and that's pretty silly.
    Because the chances of someone just coming in and painting exactly this:
    Picture2.png
    Entirely from scratch are pretty much nonexistent.

    And while nobody likes the infamous "upscaled and filtered" textures that look like butt, it's silly to throw away anything based on something relevant.
    Like that picture in question, because while I didn't draw it myself so to say, and while I didn't do a perfect job on it - it's kind of silly to throw away a pretty good 2xRes job of a section of a texture from another game that a painting on a texture in another game was funnily enough taken from.
  • I will use this in my pack. Do you plan to do a larger version?
  • Bloax wrote:

    And while nobody likes the infamous "upscaled and filtered" textures that look like butt, it's silly to throw away anything based on something relevant.
    Agreed because anything would be better than the original low res version. I like the saying 'beggers can't be choosy'. If something is better than the low res original, which any higher res version taht is similar to the original would be, then it makes sense to replace the original with an updated version, regardless of how much better it looks, as long as it is better and resembles the original to a degree. It is better than nothing.
  • Reinchard wrote:
    Do you plan to do a larger version?
    Not really, because I really like the washed out look on the painting. :P
  • I think you guys are misunderstanding the reason photoshopped and upscaled versions of the original textures are not allowed. It is not because they are not good enough, but because they are illegal. The original Doom textures belong to Id Software, and it is illegal to distribute them, no matter how much they have been edited. That's why new textures have to be created from scratch.

    Now, about those excellent-but-mismatched MODWALL1 and SW1MOD1 / SW2MOD1 textures...
  • Empyre wrote:
    but because they are illegal. The original Doom textures belong to Id Software, and it is illegal to distribute them, no matter how much they have been edited.
    [offtopic] Yet another problem with our obsolete inefficient economic model, especially when applying to data, which can never have supply and demand limitations. I can't wait to see robots doing most of the work and changing a system into something like a resource based economy instead of a system obsessed with profits, or maybe system like what Marshall Brain proposes :P http://www.youtube.com/watch?v=DxxL0EcpvdQ [/offtopic]

    Anyways, that is a bummer since it would be so much easier, quicker, and efficient if people were allowed to use the original textures as a basis and just modify many of them. I'm no texturer, but common sense tells me it would be much quicker and easier instead of having to always start a new texture from scratch. Maybe if someone sent a message to ID software telling them the specifics, they might make an exception if you let them know it was heavily modified from the original.... or maybe not.
  • Now, about those excellent-but-mismatched MODWALL1 and SW1MOD1 / SW2MOD1 textures...[/quote]

    heh, didn't notice that before, thanks. Will be fixed in the next release
  • Empyre wrote:
    They are illegal. The original Doom textures belong to Id Software, and it is illegal to distribute them, no matter how much they have been edited. That's why new textures have to be created from scratch.
    So basically the huge majority of pretty much every modding scene ever to exist is criminalized just like that.
    Nothing wrong here. TomatoRapist3.png
  • It's not going to change, there are a few reasons for this in order of importance:

    1)Quality/Detail (The quality is 99% of the time really bad and lacks detail)
    2)Learning (It does get people to develop skills in creating things from scratch)
    3)Copyright

    If a texture is done from scratch you are able to add more detail to it, upscaling a image doesn't enhance the detail.
  • gary wrote:
    [offtopic] Yet another problem with our obsolete inefficient economic model, especially when applying to data, which can never have supply and demand limitations. ...
    Which is a great idea on paper, until:

    1. Everyone is doing their stuff for free as games are just distributed for free for the love of the medium - unfortunately, no more games are made as nobody can afford to take the time out of their lives to make games any more. Nobody pays for them, so nobody makes them.

    2. You can't do any Doom modding as nobody went out to work and paid the electricity bill. :D
  • Empyre wrote:
    I think you guys are misunderstanding the reason photoshopped and upscaled versions of the original textures are not allowed. It is not because they are not good enough, but because they are illegal. The original Doom textures belong to Id Software, and it is illegal to distribute them, no matter how much they have been edited. That's why new textures have to be created from scratch.
    Disclaimer: The following novel isn't directed solely towards your statement but more towards all of the cloned statements like this that I see within the Doom modding community.

    This isn't entirely true. Statements like this needlessly confuse and discourage modders. Non-profit/hobby mods that require the original Doom assets to run are well within legal limits. If for some bizarre reason ID were to take someone to court over upscaling their game textures for a Doom mod then ID software (ZeniMax) would have to prove to a judge that there is a potential for monetary loss due to the existence of the textures. An intelligent defendant would just show how the mod requires the user to have Doom.wad on their computer to run it. He/she might even argue that, if anything, the mod might attract more business towards ZeniMax. An intelligent ZeniMax would have seen it that way to begin with so this isn't even a realistic scenario.

    If the textures were to be used in a mod for a different game then that would be a different matter. Even then, nobody bothers with a Cease and Desist with things like that anymore because the negative media backlash usually isn't worth it. Anyone who has Skyrim can go to steam and download Skyrim mods with armors and weapons from games such as Dragonage 2, The Witcher 2 and Infinity Blade. Is it legal? Probably not. Is it worth it to even threaten someone to take them to court over it? Not a chance in hell.

    So modders, please keep modding. Doing edited/augmented/bastardized versions of the vanilla textures of Doom for a non-profit Doom mod is perfectly safe and within legal bounds.

    Long winded ranting aside- Earlier posts from KuriKai disagree with your statement. It would appear that upscaled versions are not accepted because doing them from scratch looks much better.
  • From what I understand, upscaling and filtering to blend pixels is only a first step to adding detail and keeping with the original look and feel of the game. If these textures are not allowed then I suppose that neither would altering the lighting and shadowing or remastering the music. so what is the point of Doomsday other than making the original game run without DOS? The whole debate is rather silly isn't it? I'll just build my own beautiful pack and keep it to myself and trusted friends. Too bad others can't benefit from some of the talent out there.
  • I wonder if John Carmack cares if this community uses the original textures to create new ones. Maybe he would praise this place for it, regardless of what the copyright says.

    I wonder if textures with normal maps will be in the works soon.
    gary wrote:
    [offtopic] Yet another problem with our obsolete inefficient economic model, especially when applying to data, which can never have supply and demand limitations. ...
    Which is a great idea on paper, until:

    1. Everyone is doing their stuff for free as games are just distributed for free for the love of the medium - unfortunately, no more games are made as nobody can afford to take the time out of their lives to make games any more. Nobody pays for them, so nobody makes them.

    2. You can't do any Doom modding as nobody went out to work and paid the electricity bill. :D
    You are not thinking beyond the confines of our system. Here are examples to change the system:

    People can do it for free as they do now, but if you have the system changed so that the production from robots is distributed to everyone by taxing the robots to give people purchasing power so the companies don't die, or in some settings like basic need production, you make it so the robots are owned by everyone, then money isn't as much of an issue and you could even get food that is close to being free. As we transition, we can change society to have much shorter affordable mandatory work weeks since technology makes people very productive and too much goes to the top 1% anyways and this would increase employement but make it so each person has much more leisure. Also basic income garantees that increase slowly for most people + workplace democracies to benefit employees the most. Also drop the cost of living with nanofabricators, automated self sufficient houses, vertical farming, cheaper more efficient energy sources, self replicating robots and nanotech, etc.

    In this society, very few people would be required to run the economy or would work very few hours and job share with the few remaining positions that still require humans, and you will always have some people who love to be creative or volunteer but the number of positions available will be far less than the number of people who just want to volunteer to have something to do (think Star Trek but with far more robots, or think a post scarcity economy to a certain extent). Technology will force our system to change or everyone will lose and all will come to a halt. Technology is already affecting the system. It will probably get worse before it gets better. To miminize the chance of corruption, we also need a manageable direct democracy, which could be done with advanced communication tech. So it would be similar to a democratic robotic socialist/capitalist society, which could work if robots do most of the work.

    So the system will have to change to accomodate it in the ways I mentioned. So you will have much more free time to be creative and the whole concept of having worrry abot 'earning a living' will be obsolete, like it is already starting to become, or at least would require far fewer hours of work.

    And please watch this, Tea Monster: http://www.youtube.com/watch?v=DxxL0EcpvdQ

    and this: http://www.youtube.com/watch?v=WMF-Z74C1QE
  • KuriKai wrote:
    Now, about those excellent-but-mismatched MODWALL1 and SW1MOD1 / SW2MOD1 textures...

    heh, didn't notice that before, thanks. Will be fixed in the next release
    Thank you.

    Now all we need is a MARBFAC4 added to match MARBGRAY because as-is, they don't look good together.

    Please don't think of this as me being demanding, but instead think of it as me helping the only way I can, by making suggestions to help you make this pack even better.
  • it's good that you are telling me thiese things, it makes the pack better.

    What is the problem with marbfac4?
  • MARBFAC4 is not in the pack yet, at least not in the version I downloaded a month ago, and the low-res MARBFAC4 and the hi-res MARBGRAY don't look good together. Here's a screenshot from one of my maps (click thumbnail for full image).
    1pnb_7f6_ucap1.png
    As you can see, the skulls across the top look funny, switching back and forth between the old and the new.
  • Well, that pic is a good example to show that the hi-res MARBGRAY doesn't have any notable scale/position issues (for instance, that the skulls are the same height as the original etc etc).

    Maybe the grey marble on the hi-res MARBGRAY could stand to be a little darker though.
  • MARBGRAY looks great. The problem is the lack of a MARBFAC4 to go with it.
  • I remember that marbfac4 was in the old version.
  • found why it was not in the pack, it's png extension was in uppercase, so the script missed it.

    It will be included in the next pack
  • Awesome! I am looking forward to it.
  • I'm working on floor4_6. It's not yet the same as the original, but I'm working on it.

    C79PExB.png
  • I have new version of floor4_6.

    Here next to the original:
    O9UD8EO.png

    Full resolution:
    f2o5kI0.png
  • looks good

    instantly had to think of tetris though when i saw it =))
  • I think the first 4_6 version posted looks nicer and shinier, though I guess the goal is to make it look dirty and old in order to make sense. But it looking dirty might make it look a little like wood.
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