DHTP (DOOM high resolution texture project)

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  • When the texture pack went from Dday specific to non-port specific, a thread probably should have been opened on Doomworld and used as the primary thread.

    The Dday forums are not for technical support for other ports and such posts may well be ignored because the forum regulars here either don't care about other ports or don't have much knowledge of them. I'm sure if you posted a Dday tech support question on the forum for another port, they would simply tell you to come to go and post it over at the Dday forums, even if the mod works on multiple ports.

    If people want the DHTP for port X to include additional visual features for port X (for instance, the Dday version includes shine maps), then make them and submit them to the DHTP; the DHTP is a community project. But remember that using port X means one looses the features unique to port Y.
  • I have learnt the people on doomworld just want to hate on the DHTP. They even go as far to say the old doom retexturing project looks better than the dhtp (upscales and all).

    You just can't please some people.

    If people notice problems with the dhtp they should post on github.


    @reinchard will be putting your textures in the next release. will add the new switch onto your textures to make the sw1 and sw2textures

    [edit] pushed the new textures and the fixed lava to github https://github.com/KuriKai/DHTP/commit/ ... 9fb3330dc8
  • Ok thanks. I'll send rest of panels soon.
  • panel 6,7,8,9 are needed still
  • sorry for this noob question...but is there a way to compile a texture pack from guthub by myself?
  • download it, and in linux command line run:
    ./tex-deng.sh
    


    no windows build scripts sorry
  • ok thx...but i don't have Linux :)
  • I plan to redone some of my brown and sladwall textures. What do you think of that:
    http://i.imgur.com/eqpuJbl.jpg
    Is the same texture as previous but with modified upper part - which one looks better?
  • Can you make them less pronounced? like in between your new one and the current one?

    Fixed some textures and uploaded to github https://github.com/KuriKai/DHTP/commit/ ... d55d4088f5
  • KuriKai wrote:
    I have learnt the people on doomworld just want to hate on the DHTP. They even go as far to say the old doom retexturing project looks better than the dhtp (upscales and all).

    You just can't please some people.
    Try to make the textures at all costs as authentic to the originals as possible - I assume they disliked them, because of many too off of the original. But I see you do now great improvements (the switches, the latest textures are all great improvements :) )

    And if you're too off to the original you do also break often some map design like for example was the case with the firewalls ( http://abload.de/img/gzdoom_2014_07_23_21_65xav.jpg ). And if it breaks the map design I could imagine the dislike. Had the problem with the firewalls. Thank you again for adding my edited ones.

    I'm looking forward for a new release, because the latest textures you posted look very good and improve authencity to the original a lot.


    Redwall is too off as well:

    Its too bright and misses the vertical stripes looking design.

    Original:
    https://tcrf.net/images/d/d1/DoomPRB-WALL78_2.png

    yours:
    https://github.com/KuriKai/DHTP/blob/ma ... edwall.png

    and the too much brightness especially is a bit bad for the atmosphere.

    Here an ingame comparison of redwall.

    Original
    http://abload.de/img/gzdoom_2014_07_23_21_ywx92.jpg

    DHTP:
    http://abload.de/img/gzdoom_2014_07_23_21_sglbi.jpg

    You see the problem? DHTP is too bright & doesnt have the vertical stripe looking design. The main problem is the brightness though. Brightness should be fixable? Would be awesome.

    Lets come to the next problem:

    Original:
    http://abload.de/img/gzdoom_2014_07_23_21_wpx6z.jpg

    DHTP:
    http://abload.de/img/gzdoom_2014_07_23_21_aly99.jpg

    Why they're green at DHTP? Original is just brown.

    And for some reason I dont like that much this one:
    https://github.com/KuriKai/DHTP/blob/ma ... llwall.png

    I think it is too much sharpness.

    And one of the skull textures of this kind was the wrong color - It was a sector texture, not a wall texture.

    I dont remember exactly, but I believe it was that one skull floor was these silver colored ones, but were supposed to be the brown ones (or vice versa - i dont remember) they had the wrong color though. Dont know it its still the case.
  • Thanks for that, most ones that are way off were created before i took over the pack, before i did that things were much worse.

    firewalls were fixed in the last pack i believe

    I have fixed the redwall and pushed it to git https://github.com/KuriKai/DHTP/commit/ ... 9cfb0276d6

    other screenshots are too dark and it's daytime here, so can't see the textures.

    Skullwall was before me, and there is nothing better
  • KuriKai wrote:
    Thanks for that, most ones that are way off were created before i took over the pack, before i did that things were much worse.

    firewalls were fixed in the last pack i believe

    May be. I'll just wait a bit until I update my old package. I wait when a new package with the new switches and so on is out.
    I have fixed the redwall and pushed it to git https://github.com/KuriKai/DHTP/commit/ ... 9cfb0276d6
    Thank you :) Looks good.
    other screenshots are too dark and it's daytime here, so can't see the textures.
    Really? hmm.. they're not that dark on my screen. Okay we have night here, but I can see them at day too. I could brighten them up if you need so.
  • I just wanted to say how much i LOVE LOVE LOVE this project! It has made playing DOOM enjoyable again for me and is a MUST have!! I'd gladly donate funds if you had a paypal!
    One problem i've had with almost EVERY release of DHTP is that the animated waterfalls never look right. It appears as if it is cycling through random other textures with only 1 or 2 frames being the actual blue waterfall texture. I'm using Zandro 2.0 but i've had this issue with other Zandro's too. Perhaps this is something that only works in gzDoom?
  • Skrell wrote:
    the animated waterfalls
    Working on that ;)
  • Can't wait!!
  • It would be cool if more than the default 4 frames for the waterfalls or other animation textures like acid flats or toxic pipes could be inserted.
  • gary wrote:
    It would be cool if more than the default 4 frames for the waterfalls or other animation textures like acid flats or toxic pipes could be inserted.
    imo it would be much nicer if we could have shaders for water and acid and waterfalls like zandronum has :D

    imo looks much nicer then the old animated textures, animated shaders
  • Maybe some glows, differed lighting, normal maps, and physically based rendering too. Well it does have glows to some extent, but I don't know if it is a glow map.

    I know it is unlikely, but who knows if someday it may look like the new Doom game coming out. Adding those deaths would be neat someday too and nice that the new Doom doesn't have the bodies disappear, unlike Doom 3.
  • I like that new skull switch, but the main problem with that is this texture looks anything like Doom. Doom have characteristic skulls (the same in menu, textures and switches). So i test some new one. Look at the comparison between original, my and current one from dthp:

    comparison2.jpg

    And here is full resolution:
    skull1.jpg

    So give me some feedback about this one (and something about my new brown96 will be cool).
  • good work on the skulls
  • I like Reinchard's skull, however, it has curves on the sides of the skull, while the original skull was pretty square. Also the entire switch is more orangey than the original, which is more beige/cream in my opinion.

    The background of the original switch is completely black suggesting it's a deep recess (and hence that the switch is activated by pushing it inward). However, on Reinchard's there appears to be no depth and the added background detail looks a bit like paper.
  • Reinchard wrote:
    To me the shadow underneath the edges are too black and the vertical joins are too sharp and perfect
  • the skulls shape is good but it dose look a little too orange.
  • KuriKai wrote:
    To me the shadow underneath the edges are too black and the vertical joins are too sharp and perfect
    I don't know. Still better then any other brown96 version I saw and still more accurate to original then previous one. Maybe is a matter of personal interpretation of this upper things, but to me is look like original, so I leave this.
  • The roundings on the side of the skull are okay. The color is too orange. Something else I see (cause I am a perfectionist - sorry :D), the forehead of Reinchards skull is too "low", while the original one seems higher. Also, in the original, he doesn't seem to have a lower jaw. Only the upper one is present. To show both I made a simple edit to show what I mean.

    Green for the forehead is how it should be, blue is as it is in your version.

    comparison2.jpg
  • Thanks for tips guys! Skull is still early wip. I remade whole frame today and I plan some correct on skull. I don't know if removing teeth is a good idea - yes, in the original they is not clearly see, but maybe is a matter of very low resolution? I try version without teeth and is look silly.
  • Well, if there is no lower jaw maybe it's actually toothless and only the incisors are visible? That would explain those 2 pixels that go drown from the upper jaw.
    Try to make the cheek bone longer and add more distance between the lower jaws end and the nose. That may accomodate the original.

    I think with those low resolution pictures it is very hard to guess how it really was meant to be. So just make it best as you see fit :), good job so far.
  • Ok, so here is new version of skull switch:

    Comparison:
    comparison3.jpg

    Full resolution on panel textures:
    skull1.jpg

    skull2.jpg

    And png for use in pack if KuriKai approve ;)
    skull_switch2.jpg
    skull_switch2a.jpg

    Give me some advice.
  • I think the original is "looking" down slightly.
    I took a look at the single patch of the skull and it gave me some more insight on how it actually looks.

    Switch.jpg

    The red lines indicate what's "in the front" while the yellow lines indicate what's "in the background".
    In the full image, the skull also seems more "embebbed" in the frame, because the top matches the shape of the frame, or vice versa.

    On this website is a picture where a skull is tilted and looked upon from a raised angle: http://gomedia.com/zine/downloads/free- ... ce-photos/

    It is tilted too much, though this may give you some ideas. I couldn't easily explain on how I think it is nor am I good enough in texturing to show you xD. And as stated before, it is also a lot of personal opinion. So if you are happy with your result, go with it!

    Beside that your skull is looking pretty spooky and the color is more fitting now :)
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