DHTP (DOOM high resolution texture project)

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Comments

  • They are bugs with zdoom based engines
  • If someone want to look how my textures look with normal/specular/parallax - you can see here: https://www.doomworld.com/vb/doom-gener ... r-idtech4/
  • Looks good, will Doomsday ever be able to use those?
  • During the work on my Doom remake for D# I create some new versions of my textures. Here's new Exitdoor:
    http://i.imgur.com/eX1kQkd.jpg
  • Going for a more realistic look? how did you make that? it's a 3d model?
  • KuriKai wrote:
    Going for a more realistic look?

    What do you mean? Yes, it's a 3d model. For D3 he was normal, height and specular maps. For classic Doom I bake them together.
  • metal with the shine on it
  • No :)
    It's enoughh rough metal, dirt and rust.

    shot00100.jpg
    shot00103.jpg
  • ah, looks different ingame, cool, looks good
  • Some test renders of crate:
    http://imgur.com/a/pWTDC
  • Pretty good :). would make the white(rubbed off parts) more greenish make it look more naturally worn?
  • You're right, but they were just first touches. Here's another one:
    http://imgur.com/a/rKSAG
  • Reinchard - Great job. I use all your textures, for the game Doom. Keep that spirit, your work need a lot of people. I wonder what 3D editor are you working with? It's amazing how you do it so fast to create 3D models and texture them?

    I came to the conclusion that the monsters also have to create both High-Poly 3D models, and then make sprites from them. It is the best option to get a good image of monsters. The same applies to HUD on all weapons. The main thing that the port of Doomsday did not slow down.
    The fact that the port uses the Doomsday engine from Quake 2 and monster models, can be only this level, not above. This is not acceptable, because they are ugly - Low-Poly. Perhaps, with time, old Thoughts can be transferred to the new engine, but it will not be soon.
  • Is Reinchard adding his textures to the DHTP or separate bec his work is amazing and I havnt downloaded that pack for ages
  • Reinchard wrote:
    You're right, but they were just first touches. Here's another one:
    http://imgur.com/a/rKSAG

    i think it doesn't fits. it remembers me in crayons. These Graphic at the Boxes are by industry / military so it should be template/stencil like.
  • Ok, so it's time for some Wolfenstein textures to my pack (you can use it in DHTP if you want).

    http://imgur.com/a/a4yQW

    Ingame screenshots:

    http://i.imgur.com/3wSXRCB.jpg
    http://i.imgur.com/JLRiQd8.jpg
  • those textures look great! as always great work reinchard :)

    .
    this is just being nit-picky, but....
    the eagle is supposed to be purple, not red ;)
    .

    if you dont mind i did a quick edit to recolor the eagle
    http://imgur.com/knFMNww
  • Thanks! I have little color blindness but...

    pAc1anW.png

    Thats original texture.
  • oh there must be multiple versions of the same texture,
    because there is also a version with a purple eagle
    wolftex1.gif
    but upon checking i see the red one is used in doom and not the purple one

    ah well, you can use my recolor in your wolf3D pack if you like
  • Reinchard wrote:
    Ok, so it's time for some Wolfenstein textures to my pack (you can use it in DHTP if you want).

    http://imgur.com/a/a4yQW

    Ingame screenshots:

    http://i.imgur.com/3wSXRCB.jpg
    http://i.imgur.com/JLRiQd8.jpg


    Very nice, got them in png format?

    Also, have you thought about setting up a fork of the DHTP on github, so we can pull from each others packs? (I can always write a script to compile the packs in windows if you need)
  • http://speedy.sh/5TgJc/wolf13.zip

    I have some problems with my dropbox, so I hope you can download that files from speedyshare.
    About githup - I have no idea how it works :) But I can send you pack with all my textures and you can choose whatever you want.
  • :-O :-O :-O Impressive work, i'm exited about this.
    I have a question. Why is not used reflexion like in Hexen yet?
  • During the work on Doom Reborn
    https://www.doomworld.com/vb/doom-gener ... n-idtech4/
    I did some textures which can be used in DHRTP. Here's new switches:

    gn2QhHQ.png
    Y5JLtQR.png

    Here's rest of textures:

    http://imgur.com/a/6zVaU

    If you want to use some of them just let me know. Part of this are rendered specially for use in Doom, because I made it in diffuse/normal/specular, so I must render this with all maps together with proper light and reflection maps.
  • whats going on with the textures i cant download them and are up to date?
    cause the last update a lot of months ago
  • Here's something I'm currently working on - classic Doom UAC door material/model:

    screen06.jpg

    screen04.jpg

    screen05.jpg

    screen03.jpg

    screen01.jpg
  • looks nice reinchard

    shame that most of the 3D details get lost when converting the 3D-model to a texture

    but thats something that will always be a thing. no matter how good normals and such you make,
    some of the 3D detail will still be gone when convertin a model to a flat texture

    .

    shame doomsday still doesnt support normals or even paralax-mapping like darkplaces (engine for quake).
    you can restore a lot (not all of course) of the 3D details with good normals
    WKskeTT.jpg
    as evidenced by the QRP texture-pack for quake, which combines diffuse, normals and gloss-maps

    full-size pics here: http://qrp.quakeone.com/screenshots/
  • I made this especially for Doom Reborn mod (replica of classic Doom on idtech4 engine) so I use this with height/normal/specular maps. There will be no detail loss for sure.
  • ANd first version of texture:
    render1.jpg
  • Reinchard:
    UAC door I liked, but the switches no. Yourself 3D models of these switches is good, but texture no. If you look at the original texture, you will see that they have become old with time. For them water flowed, from above, leaving dark stains from the water. Red and green lights are diffuse reflectors, which are very difficult to recreate. These reflectors should be done as 3D model glass with lighting behind it - then it will be really good.
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