Hallo. I play Doom on the Engine ver 1.8.6. аnd i use high resolution texture. Freezes appeared in the game in certain places of the game maps. Please help. Please make a patch....
I do think the DHTP project need to to have standards.
Personally I've been working with these:
x4 resolution (nice compromise between speed and fidelity, blends nice with the x4 upscaled enemy sprites).
same brightness range,
same colours,
same saturation,
same contrast,
aim to stay close to the original intent and art style.
DHTP was born out of a mess of a hires pack and has come far for consistency. DHTP already has most of those aims except constant resolution. I'm waiting for doomsday to support bump maps and such before continuing on with the DHTP(most likely would start afresh with a DHTP2)
Hi! I would like to share some textures that I have created for myself. These are based on and intended to complement DHTP Alterations, which is, at my opinion, is a bit more consistent. So consistency was my objective while making these. All textures are based on the community work. The pack also contains couple of adapted textures by Hoover1979. See about.txt.
Nice looking indeed, but why creating hi-res textures when the latest version is 20171001 on the DHTP homepage? We are talking about 4 years without any update for the Doomsday Engine! I know there is a way to update manually, but an updated installation file would be very much appreciated!
The main problem with your textures is that you're trying to turn larger structures into smaller, finer structures; but you shouldn't do that; the thicker larger structures should remain thicker larger structures, it needs more detail added.
Your moss-covered brick for example; all the bricks are covered by tiny fine points and remain inside the bricks confines, when in the original the moss is far courser and there are much brighter whole plucks of grass on the stone that hangs over another brick.
The overgrown wooden wall/floor in the original is several very thick branches with smaller branches in between; yours is only twigs.
And the final wall; yours is a (small) brick wall with sand/mortar in between, the original is a megalithic style wall with huge massive blocks; the blocks are cut to fit perfect and pushed together, with no mortar or sand in between; fundamentally different things.
DHTP was born out of a mess of a hires pack and has come far for consistency. DHTP already has most of those aims except constant resolution. I'm waiting for doomsday to support bump maps and such before continuing on with the DHTP(most likely would start afresh with a DHTP2)
KuriKai, I made a batch file for windows user to create the pk3 package, can I send it to you?
Also, I made some discoveries like this:
from your script:
cp -r $base_path/flats/* $base_path/zdoom/filter/doom/hires
you copy the flats to the doom common folder but there are 5 files with thae same name as textures
this creates some error as example Doom2 map 11
Elevator on the secret, near the stairs to get the blue key
Comments
https://dengine.net/builds
Personally I've been working with these:
x4 resolution (nice compromise between speed and fidelity, blends nice with the x4 upscaled enemy sprites).
same brightness range,
same colours,
same saturation,
same contrast,
aim to stay close to the original intent and art style.
https://drive.google.com/file/d/1vjJmwnip08jRzYaCbYepdC8-n3jVbE5g/view?usp=sharing
Preview (comp2):
Original:
Old:
New:
brick2:
bricklit:
brwindow:
Thank you! Don't know how to do all of that, though. Is there any step-by-step guidance that I can refer to?
maybe this helps you https://git-scm.com/book/en/v2/GitHub-Contributing-to-a-Project
Original:
New:
rrock16 (my attempt):
zimmer5 (from neuro upscaled pack; looks like some muddy roots/vines):
zimmer5 (my attempt):
zimmer7 (from neuro upscaled pack; looks more like a green mud):
zimmer7 (my attempt; I decided to keep roots/vines look, since the texture is used to represent these):
And in-game sreenshots. Plutonia with vanilla textures (ignore hud weapon):
My new textures:
zimmer8 (my attempt):
stonew1 (my attempt):
Your moss-covered brick for example; all the bricks are covered by tiny fine points and remain inside the bricks confines, when in the original the moss is far courser and there are much brighter whole plucks of grass on the stone that hangs over another brick.
The overgrown wooden wall/floor in the original is several very thick branches with smaller branches in between; yours is only twigs.
And the final wall; yours is a (small) brick wall with sand/mortar in between, the original is a megalithic style wall with huge massive blocks; the blocks are cut to fit perfect and pushed together, with no mortar or sand in between; fundamentally different things.
By the way, the said pack is good and resolves some textures inconsistency issues inherent to the original DHTP. I suggest those interested taking a look at it: https://allfearthesentinel.net/zandronum/download.php?file=dhtp_alterations.pk3
Merging it with the main project would also make sense, I believe.
Almost forgot about the switches:
KuriKai, I made a batch file for windows user to create the pk3 package, can I send it to you?
Also, I made some discoveries like this:
from your script:
cp -r $base_path/flats/* $base_path/zdoom/filter/doom/hires
you copy the flats to the doom common folder but there are 5 files with thae same name as textures
this creates some error as example Doom2 map 11
Elevator on the secret, near the stairs to get the blue key
near the exit on the elevator to open the exit
Is there any way of fixing this?
So, what is the vision of the DHTP future?