Doom Retexturing

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Expand view Topic review: Doom Retexturing

by Shadelight » Sun Nov 06, 2005 11:17 am

great.... now I just need to find the right time to download these 8-)

by Hirogen2 » Sun Nov 06, 2005 8:31 am

Fixed the SW1BRN1/SW2BRN1 texture for Doom. Also the EXITDOOR scalar.

I also uploaded the heretic pack. This one is indeed "a copy of JDRP", but it is also, as far as I can guess, the one from non-existing "switch.to/heretictextures".
There is also a just-scaled pack as you mention called hextex.zip, but which is NOT the one from switch.to/hexentextures.

by Hirogen2 » Fri Nov 04, 2005 1:41 pm

I don't. I just kindly ask of you, would it be in your might to fix it?
If I had a texture that would fit the place...

by Graf Zahl » Fri Nov 04, 2005 11:14 am

Chris wrote:The only one issue I have is the slime textures come out gray (warped to map30 in Doom2, and the slime walls look uncolored). And Doom 1/Ultimate Doom won't run with it..

Code: Select all

$ ./zdoomgcc ~/.zdoom/d2hires8.wad ~/.zdoom/d1hires8.wad
...
PNAMES has 5 entries, but
ASHWALL wants to use entry 164.

That's a bug in 2.0.98.

by ellmo » Fri Nov 04, 2005 11:12 am

Hirogen2 wrote:
Oh, yeah, and the SFALL really doesn't fit to NUKAGE flats anymore
Yeah, but you can't blame me for that ;-)
I don't. I just kindly ask of you, would it be in your might to fix it? 8-)

by Hirogen2 » Fri Nov 04, 2005 7:45 am

Oh, yeah, and the SFALL really doesn't fit to NUKAGE flats anymore
Yeah, but you can't blame me for that ;-)
PNAMES has 5 entries, but
ASHWALL wants to use entry 164
hum. Looks like yours lacks cumulative PNAMES support...

by ellmo » Thu Nov 03, 2005 8:02 pm

Chris wrote:And Doom 1/Ultimate Doom won't run with it..
It worked for me (tm). Although some of specific Doom1 textures were missing, and some were offsetted in a wrong way.

Oh, yeah, and the SFALL really doesn't fit to NUKAGE flats anymore.

by Chris » Thu Nov 03, 2005 5:20 pm

The only one issue I have is the slime textures come out gray (warped to map30 in Doom2, and the slime walls look uncolored). And Doom 1/Ultimate Doom won't run with it..

Code: Select all

$ ./zdoomgcc ~/.zdoom/d2hires8.wad ~/.zdoom/d1hires8.wad
...
PNAMES has 5 entries, but
ASHWALL wants to use entry 164.

by solarsnowfall » Thu Nov 03, 2005 5:05 pm

jallamann wrote:IMO they both look good. Some hi-res texures I don't like, (PIPEx and LAVA for instance), but others look good.

by Nmn » Thu Nov 03, 2005 3:18 pm

Better at least than the hi-res detailz0r pack some dude released, whereas it was blurred/scaled textures with some detail textures overlayed on them.
:puke:

by jallamann » Thu Nov 03, 2005 2:42 pm

IMO they both look good. Some hi-res texures I don't like, (PIPEx and LAVA for instance), but others look good.

by Nmn » Thu Nov 03, 2005 1:22 pm

Gotta second that.

by Graf Zahl » Thu Nov 03, 2005 12:56 pm

The original textures look better anyway.

by Hirogen2 » Thu Nov 03, 2005 12:47 pm

The second shot ellmo shows is about:
DOOM1 has a different texture on SW1BRN1 than DOOM2. I will just have to add this "doom1 deviation" (compared to doom2) to d1hires8.wad and everyone should be happy again.

by Enjay » Thu Nov 03, 2005 9:53 am

The second shot ellmo posted looks like it might be because the "world units" flag for the texture is not set. Therefore it is being offset by a number of pixels from the original image rather than a proportion of the effective dimension of the texture.

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