Hires textures in Doom
Moderator: Graf Zahl
- Graf Zahl
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Hires textures in Doom
Since I just added support for loading Doomsday-style hires texture packs I have to ask this:
To be honest, I think Doom with these textures looks so far out of place that the word 'crap' hardly describes my feelings. Just from looking at these textures I got the feeling that playing the game with them is a dubious 'pleasure' at best and finally seeing them in game only confirmed it for me.
So please share some insights with me. I really don't see the point.
To be honest, I think Doom with these textures looks so far out of place that the word 'crap' hardly describes my feelings. Just from looking at these textures I got the feeling that playing the game with them is a dubious 'pleasure' at best and finally seeing them in game only confirmed it for me.
So please share some insights with me. I really don't see the point.
- Graf Zahl
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He's a great designer. But he doesn't attempt to replace the original Doom textures with hires replacements that look worse than the originals. Using the JTRP I just feel the game looks totally amateurish. Far too many colors are off, some designs and alignments are off and far too many textures (especially those with lights) look like straight out of a cartoon game.
- Paul
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Hires texture support would be very useful for people planning on using custom-hires graphics for their mods. Sitters is one of them. I think this is a very good addition.
The Doom retexturing looks crappy because those guys put emphasize on quantity rather than quality. Many textures are blurred resizes of the Doom ones with a texture overlayed on it. No faith to the originals.
Editage:
I found a good example of crappy retexturing:
http://ravenhurst.raven-games.com/Image ... retic2.jpg
Look here of what I call a proper retexturing project:
http://texture.dragonwerks.ca/default.aspx?
EDIT:
I'd appreciate if someone linked me the Doom2 retexturing project. The switch to url appears to be invalid. I'd "throw my eye" on them
EDIT (2nd)
What applies to the hi-res textures also applied to models IMO. I'd greatly appreciate them if they were added.
The Doom retexturing looks crappy because those guys put emphasize on quantity rather than quality. Many textures are blurred resizes of the Doom ones with a texture overlayed on it. No faith to the originals.
Editage:
I found a good example of crappy retexturing:
http://ravenhurst.raven-games.com/Image ... retic2.jpg
Look here of what I call a proper retexturing project:
http://texture.dragonwerks.ca/default.aspx?
EDIT:
I'd appreciate if someone linked me the Doom2 retexturing project. The switch to url appears to be invalid. I'd "throw my eye" on them

EDIT (2nd)
What applies to the hi-res textures also applied to models IMO. I'd greatly appreciate them if they were added.
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- Graf Zahl
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Paul wrote:Hires texture support would be very useful for people planning on using custom-hires graphics for their mods. Sitters is one of them. I think this is a very good addition.
The Doomsday support will not be for editing. For that it's far too unflexible and messy. It is only there so those who want can use the texture packs.
For editing I will add support for ZDoomGL's HIRESTEX lump. That allows putting the new textures into the WAD so that they don't interfere with other WADs.
Regarding the texture pack: The old one (switch.to) wasn't particularly good and I was told repeatedly that the 'new' JTRP was so much better. Well, it contains less 'filtered up' textures but since the colors of half pf them are so visibly off the maps just look cheap.
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- Graf Zahl
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It's rather easy so I'll most likely add it. But be advised that I am using ZDoomGL's naming standard for the directories, not Doomsday's.
I'll also add a new namespace for hires replacements so you can just dump them into the WAD without the need for external files or a HIRESTEX lump (which is already implemented.)
I'll also add a new namespace for hires replacements so you can just dump them into the WAD without the need for external files or a HIRESTEX lump (which is already implemented.)
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High Resolution Textures
Graf,
I think the textures really only work when combined with 3d models and high resolution sprites. They really create a different looking game when all put together. The problem now, however, is that most of the models are terrible, so the models detract from the textures.
Unless you plan on incorporating 3d models into the port, it probably isn't worth it to use the textures, as they don't match up well with the current sprites.
I think the textures really only work when combined with 3d models and high resolution sprites. They really create a different looking game when all put together. The problem now, however, is that most of the models are terrible, so the models detract from the textures.
Unless you plan on incorporating 3d models into the port, it probably isn't worth it to use the textures, as they don't match up well with the current sprites.
- Graf Zahl
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