Thanks for the kind words.

I am not sure what percentage I am at but this mod is going to take a long time. I am teaching myself so as my skills improve, I keep remaking older textures to improve them. I won't let this project die though. It slows down from time to time, as I am also pushing through chronic back and nerve pain, but I am determined to stick this out for the long haul, the project will only die if I die.
There is a YouTube video link in the OP of this thread, but it's so out of date that a lot of the UltraHD textures have been vastly improved, particularly the nukage and the green stone textures.
I must get to more ingame screenshots and record another video.
EDIT: Here are direct links to 3 ingame shots, from my DeviantArt page. not every texture is mine, those textures I haven't yet created have the original DHTP as placeholders.
http://orig04.deviantart.net/c4d5/f/201 ... b94gw1.png (Green Techwall test from Doom 2 Map 01)http://orig07.deviantart.net/da41/f/201 ... b98xv8.png (Techwall test from Doom 1 E1M2)http://orig09.deviantart.net/2f13/f/201 ... b98tzk.png (Grass and Water test from Doom 2 Map 01)http://orig13.deviantart.net/e47d/f/201 ... b9tftu.png (temporary pipe texture in Doom II Map 01)http://orig00.deviantart.net/d20e/f/201 ... b9tgok.png (the Human BBQ in TNT-Evilution)(CTRL + Click to open in new tab, and Click again on the images to view as full screen (1920x1080 images)NOTE: The skies in TNT-Evilution will be lower resolution in the Risen3D/Doomsday pack than in the GZDoom pack. A trick I had to use to stop the skies being a quarter of the sky stretched around, as to tile 4 sky textures together into a super long sky texture. WHile this works flawlessly in GZDoom, it triggers a memory allocation crash in Risen3D/GZdoom as the textures can't exceed 8192 on either X or Y axis in these jDoom forks. The skies in Doom, Doom Ii and Plutonia will be of full size in the risen3D pack as it is 4096x2048, the tnt skies are 8192x1024 (risen3d/Doomsday) and 16384/2048 (GZdoom). Risen3D hasn't seen an update in Eons, and I fear it has been abandoned. I wish the DRD team could update Risen3d for a 64bit version with limitless texture sizes, and the addition of brightmap compatibility, and ditch the OpenGL1.2 to Opengl 2.0+, for the uninhibited use of Reshade. It would make my job so much easier, and deliver a better experience for doomers.
EDIT 2: I have knocked up two Grass floor textures, for use in the outdoor environments. They have already been added to my Deviantart repository.
Last edited by hoover1979 on Sat May 20, 2017 7:25 am, edited 5 times in total.