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How can i get some hi-res textures and how do i use them?
Posted: Tue Jan 10, 2006 15:28
by DuduKrazy
i'm really interested to use hi-res textures in gzdoom but i don't know where to get them not even how to use them. i need some help.
Posted: Wed Jan 11, 2006 0:00
by BlackFish
Look for HIRESTEX information in the documentation.
Posted: Sat Jan 14, 2006 20:31
by DuduKrazy
ok. and where i can get those hi-res textures?
Posted: Sat Jan 14, 2006 21:44
by BlackFish
are you referring to maps or general doom2 replacement textures?
Posted: Sat Jan 14, 2006 22:14
by DuduKrazy
Doom 2 replacement textures.
Posted: Sun Jan 15, 2006 14:36
by NeoHippo
Posted: Mon Jan 16, 2006 20:29
by Syfo-Dyas
HIRESTEX?
In docs?
On-line docs I assume, if so where?
I don't have ANY docs with GZDOOM or ZDOOM by that name, and if I search on the ZDOOM wiki it does not come up with anything for:
HIRESTEX
Posted: Mon Jan 16, 2006 20:33
by Nash
*sigh*
http://forum.drdteam.org/viewtopic.php?t=231
Then press Ctrl + F and type "hirestex" and press Enter.
And if you want a source for high resolution textures... there are many options: Google for them, rip from modern commercial games (Unreal, Doom 3, Quake 4, etc), take photos yourself; the options are endless. You can also go to
http://www.doomsdayhq.com/ and download JDoom's Texture Pack.
Posted: Mon Jan 16, 2006 22:47
by Syfo-Dyas
So this is my answer? If so I'm clueless as to what in the world it's trying to tell me here.
Also that Hi-Res texture pack for JDOOM seems to have ZERO textures. I've NO idea how to make these and I've been researching this for a while.
Every hi-res texture pack I download is packed full of standard 256 color BMP files, what gives? I'm so lost.
================
Probably worth sticking this here to keep everything centralised:
Graf Zahl wrote:
...the HIRESTEX lump is finally functional.
Its syntax is very simple:
To replace an original texture, sprite or graphic use:
Code:
remap texturename hireslumpname
And to define a new hires texture use:
Code:
define lumpname scaledwidth scaledheight
Also worth mentioning - Hires texture lumps should not be placed between TX markers.
Posted: Mon Jan 16, 2006 22:59
by Nash
Okay, then check this thread out instead:
http://forum.zdoom.org/potato.php?t=845 ... n+textures
It's a high res texture pack that replaces all the Doom 2 textures, because it looks to me you are only interested in playing Doom 2 with high res replacements, and not actually modding (G)ZDoom.
Posted: Mon Jan 16, 2006 23:03
by Syfo-Dyas
This is for my Star Wars Legacy project actually, it's all about modding G(Legacy)ZDOOM, but first thing first...
...I need to know what the heck I'm doing first. Will look at link, thankx for the help!
Posted: Mon Jan 16, 2006 23:07
by Nash
There is nothing hard about it really. I really don't see what your problem is.
Step 1: Have a high res picture to be used as a texture. Since you're using GZDoom, it can be in these formats: .bmp, .jpg/jpeg, .png. They can be either 8-bit (256 colour) or true colour; doesn't matter.
Step 2: Using XWE, load your picture as RAW DATA and put them anywhere into the wad.
Step 3: Make a new lump in your wad called HIRESTEX, and follow the extremely easy instructions to define a new texture. That's all there is to it.
Note: DoomBuilder currently won't recognize HIRESTEX textures. DB will display true-colour textures in the 3-d editor - however they will look weird.
Posted: Mon Jan 16, 2006 23:25
by Syfo-Dyas

My problem is I couldn't find a single doc that led you by the hand from the first step, such as:
What program to use for this.
Well now you got that answered, use XWE, load up a image in raw format, then make a new lump called:
HIRESTEX
Then follow instructions for editing it as per the instructions on that one page...
Everything in DOOM is easier than it looks at first, it's just finding simple help for the total virgin that's the hard part.
Posted: Mon Jan 16, 2006 23:28
by Nash
In that case, you'd better go to
http://zdoom.org/wiki/ and check out the newbies section.
A good start would be here, too:
http://www.zdoom.org/wiki/index.php?title=TUTORIALS
It looks like you haven't even gotten the basics down yet. Read it slowly...
You ought to feel grateful because there's tons of Doom editing documentation lying around and constantly updated by an active community.
Unlike Quake, where it's impossible to figure out how to do stuff for newbies. Documentation is SO SCARCE! The reason I quit trying to learn how to mod Quake and went back to Doom.
Posted: Mon Jan 16, 2006 23:31
by Syfo-Dyas
I know I prolly sound a lot newer than I am.
The thing is that I've been stictly doing my project for Legacy up to this point. Now since I'm in GZDOOM and want to take advantage of 3D sloped floors and the like, I have to use DOOM/Hexen mode which makes even making a door completely new to me.
I've been learning DOOM editing for about 5 years now, but I've never used anything but standard textures, and have never had to "create" and "Edit" a lump file by hand ever, and I've never heard of this SYNTAX as mentioned here:
.the HIRESTEX lump is finally functional.
Its syntax is very simple:
To replace an original texture, sprite or graphic use:
Code:
remap texturename hireslumpname
And to define a new hires texture use:
Code:
define lumpname scaledwidth scaledheight
So...
...I'm confused and sound new. Wish I had internet at home atm, this would make things a lot easier.