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.
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)
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.
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.
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
as evidenced by the QRP texture-pack for quake, which combines diffuse, normals and gloss-maps
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.
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.
Comments
http://i.imgur.com/eX1kQkd.jpg
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.
It's enoughh rough metal, dirt and rust.
http://imgur.com/a/pWTDC
http://imgur.com/a/rKSAG
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.
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.
http://imgur.com/a/a4yQW
Ingame screenshots:
http://i.imgur.com/3wSXRCB.jpg
http://i.imgur.com/JLRiQd8.jpg
.
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
Thats original texture.
because there is also a version with a purple eagle
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
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)
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.
http://postimg.org/image/ulee8jdr5/
I have a question. Why is not used reflexion like in Hexen yet?
https://www.doomworld.com/vb/doom-gener ... n-idtech4/
I did some textures which can be used in DHRTP. Here's new switches:
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.
cause the last update a lot of months ago
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
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/
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.