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Hires textures in Doom

Posted: Sun Sep 04, 2005 18:52
by Graf Zahl
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.

Posted: Sun Sep 04, 2005 19:17
by NiGHTMARE
Have you played Sitters' wads? If not, they may change your mind :).

Posted: Sun Sep 04, 2005 19:24
by Graf Zahl
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.

Posted: Sun Sep 04, 2005 19:41
by Paul
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.

Posted: Sun Sep 04, 2005 20:02
by The HavoX
IMHO most of the textures from the Doom2 Retexturing project look like shit.

And I really don't think some of them appear to be made from scratch, because they look like resized versions of the originals with some added Photoshop effects.

Posted: Sun Sep 04, 2005 20:39
by Graf Zahl
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.

Posted: Sun Sep 04, 2005 21:08
by Skunk
Besides the fact texturing tricks we used in maps don't work with the high res textures.

Posted: Wed Sep 14, 2005 16:11
by darmuss
I agree with hires textures looking out of place.

but there are some god ones.

anyway, does GZDoom support 2. texture placement.

It's such a waste cloning those hires tex on the hard drive.

Posted: Wed Sep 14, 2005 16:29
by Graf Zahl
darmuss wrote: anyway, does GZDoom support 2. texture placement.
What do you mean?

Posted: Wed Sep 14, 2005 17:21
by darmuss
well, with Doomsday and Risen3D you can with a command line write something like " E:\games\\Doom\textures" and textures are used from here as well as the default place.

That's very handy when they use the same standard.
Also because it saves diskspace and makes texture updating much more simple.

Posted: Wed Sep 14, 2005 19:08
by Graf Zahl
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.)

Posted: Wed Sep 14, 2005 21:03
by darmuss
That's more than good enough for me :D

thanks

High Resolution Textures

Posted: Wed Sep 14, 2005 21:37
by quamosity
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.

Posted: Wed Sep 14, 2005 21:51
by Graf Zahl
I think they don't match up with each other. The Heretic texture pack for example is much better even though it also has some of the same problems but far less.