Doom High Res Textures

Comments

  • Personally, I don't think the locked door textures appear often enough to make performance much of an issue (I suppose there are exceptions like maybe the key barriers on Map21 of Doom2, but in that case the surrounding is quite bare). It's not like there's entire maps decked out in DOORBLU.
    Dday can place dynamic lights in 3D. For instance one can make a light decoration that is set to appear 1024 unit's in front of the material it is attached to.
    Dday can also attach an infinite number of sub models to the main model; either can be set to full bright or not and either can have a dynamic light attached. For an example of sub models, have a look at Psy's Gargoyle model for Heretic; it uses two sub models for the Gargoyles eyes in order to make them full bright without making the body full bright. Another example would probably by the JDRP Imp's arm when it attacks.
  • You can do what you want with my textures, they are free to edit. If you want do some light shaders to them - thats super. Paste some screenshots of final result.
    Now that's community spirit, if you can make it better then go ahead. If you can make it more to your liking then fine. I like your attitude. None of that 'this is mine, don't touch it.' stuff.
  • Personally, I don't think the locked door textures appear often enough to make performance much of an issue (I suppose there are exceptions like maybe the key barriers on Map21 of Doom2, but in that case the surrounding is quite bare).
    Is Doomsday really still that unoptimized? With today's hardware, even if an entire map was decked out with that texture, it should still run smooth. For doomsday to be so performance sensitive, and it definitely still is when dynamic lights are enabled, is very sad, and means I often have to keep dynamic lights off regardless of how high end my hardware is. Hopefully this will be optimized soon.
  • While I agree with the sentiment that Doomsday needs to optimize the map renderer and the related systems like dynamic lights, the reality is that the nature of Doom maps make this a very tricky problem indeed. Doom maps (and by extension, the mechanics of the software renderer) are radically different to the way things are usually done in modern, hardware accelerated games. For example, Doom maps are 'hyper-dynamic', meaning that absolutely any part of the map can and does change shape significantly, without any sort of warning. This means that in order to fully exploit such high end hardware the map renderer and the map data must be completely redesigned from the ground up.
    Things are definitely progressing on that front but one must bear in mind that this is happening within the context of the total 2.0 redesign of Doomsday, which, is also being done on a published project while maintaining regular releases. We can't simply focus on the map renderer and ignore the rest because we'll probably end up in the same situation again a few years from now. Doomsday is a very complex system that must be 'grown organically' in order to scale up to the sort of graphical fidelity we all want to see
  • 2014 Jul 10edited 2014 Jul 10
    @Vermil, yeah I suppose it would be fine to have as many as 8 dyno lights per doorlight trim piece. If it turns out that users have issues, the amount could always be lowered. I was just suggesting a lower amount as it would just seem like a lot of dyno lights to be displayed at a given time, but I see your point.
    I got to thinking, if a texture patch has been tiled 8 times through TEXTURE lump, specifically like the door light textures do in Doom, eg:
    Wouldn't it be possible to relate those separate patch id's and y,x coordinates in a material decoration? ~ so that for example a dyno light could also map to patch cords 'if wanted', aside from how it's normally done on a single texture face, where most textures only have a single patch id and coordinate?
    I'd imagine the decoration would have something to the nature of:
    Unique_IDs in this case being the lookup key.
  • Doomsday can't attach dynamic lights (or anything) to patches I'm afraid, only completed textures. Requests to be able do things with texture patches have been made though:
    viewtopic.php?f=9&t=1832#topic
    That said, Doomsday's light decoration definitions do have the 'Pattern skip' field, if you are concerned about performance:
    http://www.dengine.net/dew/index.php?title=Decoration
  • Hey, not super concerned about performance though, curious as to if people might take a performance hit when 16 dyno's are displayed at a given time. However, it looks good and I'm good with it If you think it will be okay.
    I'll have to check out the pattern skip, not for performance but to test out its offset. With the normal offset, no matter what I do, the lights tend to always want to cast to the left a little, more so than the right. Will check out pattern skip horizontal offsets to see if it cures this issue though.
    The patch idea was just an idea, obviously others have thought about it in the past.
    Will check it out.
    Edit:
    Ah I see, basically the same idea although mine was more on a material key/stage level. ~ mostly just to grab patch id for predefined cords, specifically just for light decoration though.
    Other thoughts, I can't wait until brightmaps are finally plugged in to DE. This on top of all the other features will be a really nice addition. Especially with small animations, eg simple scan lines or a cursor blinking on some of the comp/space monitors, and look as part of the game, aside of having small lights tapped into the doors and tekwalls etc. Such subtle additions could really bring new life to the old maps.
    That said, it is Doom and should continue to look like Doom. ~ brightmap effects should be handled with care..
    Thanks
  • Speaking of Doom looking like Doom, not to get off topic, but Doom 4 teaser video is official, incase people here didn't know (I found this a week ago): http://www.youtube.com/watch?v=IiXdIwrYw1s
  • 2014 Jul 10edited 2014 Jul 10
    Oh btw,
    You can do what you want with my textures, they are free to edit. If you want do some light shaders to them - thats super. Paste some screenshots of final result.
    Now that's community spirit, if you can make it better then go ahead. If you can make it more to your liking then fine. I like your attitude. None of that 'this is mine, don't touch it.' stuff.
    Well I don't plan on doing anything with Reinchards textures, but I'd like to attach some dynamic lights to them so they will be easier to see and well, also show up in the dark.
    Basically just going to post some scripts for them and the skull door lights..so hopefully they will be lit up when the next pack comes out.
    Speaking of Doom looking like Doom, not to get off topic, but Doom 4 teaser video is official, incase people here didn't know (I found this a week ago): http://www.youtube.com/watch?v=IiXdIwrYw1s
    Also yes, the Doom4 teaser, looks pretty awesome! I noticed it around June 20th when I visited http://www.idsoftware.com
    I'm hoping to hear more about it in the next couple of weeks!
    Cheers
  • Doom looking like Doom is good if it is more realistic, but will it ultimately look like the following and is it even possible to evolve Doomsday to make it like this: http://www.youtube.com/watch?v=ZulJCYES5Do
  • Doom looking like Doom is good if it is more realistic, but will it ultimately look like the following and is it even possible to evolve Doomsday to make it like this: http://www.youtube.com/watch?v=ZulJCYES5Do
    I think DE could look like that, well it practically already does!
    Although, for the pinky demon, I think DE would at least need support for md5 models heh.
  • With the normal offset, no matter what I do, the lights tend to always want to cast to the left a little, more so than the right. Will check out pattern skip horizontal offsets to see if it cures this issue though.
    Note that the offset fields for Doomsday's light decorations are done in the following way and also support decimal places:
    0,1,2,3 etc are the edges of a pixel (i.e between two pixels) and 0.5, 1.5, 2.5, 3.5 etc are the centre of a pixel. Naturally, you can use any decimal value you wish.
    The offset's are also done from the top left corner.
  • Doom looking like Doom is good if it is more realistic, but will it ultimately look like the following and is it even possible to evolve Doomsday to make it like this: http://www.youtube.com/watch?v=ZulJCYES5Do
    It looks good, but I had to LOL at 'hand made' manual ambient occlusion.
  • @Vermil,
    Will check it out and try to pen point the locations for them and try to shift all those dyons over to the left a bit this week or next weekend, I'v just been really busy this last weekend.
    It really should just be as simple as a 128x64 texture centered at 64x32 or in this case a 8x128 = 4x64. however, you might think the texture lights on the doorred/blu/yel texture is displayed 8 times on a 8x128, although each light having about 3 maybe 4 pixels between them, 4x8 unit parts, 3-4 unit separation. that's the math, but it tends not to match just right. I have not yet figured out why they want to shift to the left.. But really I just haven't had the time to get back to it heh.
    Thanks
  • Well, it is good the thread has not died. Hopefully the goals will be seen through to the very end.
  • Gary, thread died? wtf hopefully not?
    A thread dyeing only has to do with lack of interest, the thread being closed by the project being finished, or random lame users forcing the development of it to be pushed elsewhere (so the project can take hold somewhere else).But I doubt that any of the above issues would need be considered.
    As said, development takes time and of course, that is part of development.
    Hang in there, all will be fine..to the very end.
    I don't plan on doing the zzz_wolf textures however, but soon.. I think that those will only be the ones that need to be recreated.
    ~ although, I must say that I think that the skull switches could stand to look better. ~ As most of the textures seem to look pretty good/pretty close to the original. Feel free to post up if you feel that some should be reconsidered.
  • It is just that in some forums and maybe even here, a WIP gets posted in a thread and the thread goes on to post updates or talk about it sometimes for a while, then the thread dies down and eventually goes dormant and some things never get done. I have seen this happen on several WIP that involve models or even campaigns (the Doom equivalent would be a megawad). In another forum and even here, this has happened. Another classic occurrence is they set release dates only to keep pushing them back and go years without release, if ever. These were concerns that I was addressing.
    Fact is, in life, things often don't go as planned, and when they do, not when you expect, so I try not to get my hopes up too high.
    Since I saw the frequency of posts in this thread declining (dying down), the concern of it dying down did cross my mind. But when you posted, I was acknowledging that it is good the thread or WIP has not died, at least not yet.
  • I won't let it die, I am always interested in textures and 3d models for doom, but I can't do everything at once and switch between them. If one day i want to stop, I will pass it on.
  • I wouldn't want the project to die either, I appreciate the concern as well. although I doubt that anything will die here, it only has to do with being completed, really.
    I anticipate the final days of this project and have been following it for years, however I have the feeling that the last versions of it having to do with the secret wolf levels 30-32 textures of Doom2. I'm not sure why yet that no one wants to do them, though I'm hoping that the artist(s) will keep in mind that those textures should' lean towards (both the 'old and new' versions of Wolfenstein) just so everyone will fill comfortable with them.
  • Tweaked the originals to more closely match the original style
  • I'm still beavering away at this stuff. As I have said before, the sad fact is that CGI artists need to pay mortgages and food bills and car insurance.
    Sadly, my bosses aren't very understanding when I tell them that I have to put their work to one side to do Doom textures and models. I know, it sucks. :-(
    If you really want to speed things up, I can supply you with my contracting rates*. Until such time, it's a case of 'When it's done'.
    * ... and no, I'm not being sarcastic. I've worked on a Doom pack for a client before.
  • Hi Tea Monster, you're a good artist and you could launch a kickstarter program to support your fulltime work on Doom models and textures.
  • That is quite an interesting idea. I'll consider that.
  • Hi,
    Looks good KuriKai, I suggest that the lava flat have a slight glow/light decoration if it doesn't already.
    And the blood and water flats only have a very slight, soft glow to them if possible. ~ only so they will be slightly visible in the dark.. ~ Iv added this sort of effect for some tech4 mods I'v worked on and it helps, the effect is only slightly visible in really dark sectors areas in this case.
    Good luck Tea Monster, would love to see more work from you!
    Cheers!
  • Hey that looks kind of cool.
    What would it look like with a bit of bubbles here and there?
    I know a flat is a flat, the bubbles I suggest would look as if they are blended/underneath rather than on top.
  • Question is how smooth the animations will be. Hopefully more frames than the existing texture.
    I'm still beavering away at this stuff. As I have said before, the sad fact is that CGI artists need to pay mortgages and food bills and car insurance.
    Sadly, my bosses aren't very understanding when I tell them that I have to put their work to one side to do Doom textures and models. I know, it sucks. :-(
    Until the robotic revolution forces change. It is the only hope for us to abandon this barbaric system and so much talk lately of a universal basic income and robots. I assume much change will happen in the next 2 to 3 decades. You should link my article to your bosses and the countless other articles on the net. Marshall Brain is a good guy to quote and has a nice video here: http://www.youtube.com/watch?v=DxxL0EcpvdQ
  • he started it. I replied. by the way, over the years on some other forums, I was an expert at going off topic. Some forums are more tolerant, but it can be one reason why they either close a topic or suspend the person. Talking about artists, mortgages, bosses, and jobs is off topic too, yet I'm singled out.
  • Hey,
    Let me know if you'd like for me to make some light decorations for the lava when you get to it.
    Aside from the blood or water which should only need (very little) lighting.
    Cheers

Play Doom, Heretic and Hexen with the Doomsday engine

To play DOS games Doom, Doom II, Heretic or Hexen on a modern PC with Windows 10, Windows 8 and Windows 7, you can use DOSBox. But there is a better solution, to play these old 3D games with a much higher resolution (for example 1920x1080).

Doom high res texture

Latest version of Doomsday Engine

The tutorial below is for Doomsday up until version 1.15. In the meantime, the Doomsday Engine has matured considerably. The user interface of the latest version of Doomsday Engine as well as the manual online have been greatly improved. We at DOSGamers.com do not find it necessary to rewrite the manual, so go take a look at the official Doomsday Engine website!

Doom craft texture pack

Start Kardingir Sanctum and look around you. Also switch weapons and behold what happens. I run this game on an i5 and gtx970. No game I ever played reloads textures like that (apart from the above mentioned ID-games). The game overall is great, the lighting is beautiful and most textures are very good. But this texture reloading is just painful. Using a Windows program called Glidos, it's now possible to get Tomb Raider running using the capabilities of modern graphics cards. With Glidos, you can play Tomb Raider at high resolutions – up to 1600x1200 – with replacement textures of your choice!

Doomsday Engine 1.15

  • Modern day graphics card
  • Doomsday Engine 1.15.x (installation instructions below)
  • Original .WAD file from (at least one of) the following games:
    • Doom Shareware (doom1.wad)
    • Doom (doom.wad)
    • Ultimate Doom (doom.wad)
    • Final Doom: Plutonia Experiment (plutonia.wad)
    • Final Doom: TNT Evilution (tnt.wad)
    • Doom II (doom2.wad)
    • Heretic Shareware (heretic1.wad)
    • Heretic (heretic.wad)
    • Heretic: Shadow o/t Serpent Riders (heretic.wad)
    • Hexen 4-Level Demo (hexen.wad)
    • Hexen (hexen.wad)
    • Hexen Deathkings of the Dark Citadel (hexen.wad + hexdd.wad)
  • You can get the WAD file by installing the original game and copy the WAD file from the installation folder, or download one of the shareware WADs from zdoom.org.
  • Want the original Ultimate Doom WADs? Download them from GOG.com!
  • Looking for the original Doom II and Final Doom WADs? Download them from GOG.com!
  • Need Heretic and Hexen WADs? Visit the Steam website.

Optional latest addons for Doomsday 1.15.x and newer

  • Doom - 3D characters + objects (download)
  • Doom - High resolution textures (download)
  • Heretic - 3D characters + objects and high resolution textures (download)
  • Hexen - High resolution textures (download)
  • Hexen - High resolution textures + 3D characters and objects (download) - if your weapons are not visible, try changing the field of depth in the Renderer menu to 70
  • Hexen - 3D characters + objects (download) - not stable with V1.9.7 to V1.9.9. Please note that as of V1.9.10 most objects are disabled. To enjoy all 3D objects from this download, use Doomsday V1.9.6.

Installation and configuration of Doomsday

To get the Doomsday engine working with your favorite game, follow these steps:

  • Download Doomsday Engine.
  • Install the Doomsday Engine. In this example the program is in F:GamesDoomsday.
  • Put your WAD files in the correct data folder. For example:
    • doom1.wad in the F:GamesDoomsdaydatajdoom folder
    • heretic1.wad in the F:GamesDoomsdaydatajheretic folder
    • hexen.wad in the F:GamesDoomsdaydatajhexen folder
    • Please note that these are shareware WADs
  • In this image the WADs from Doom shareware (DOOM1.WAD), Ultimate Doom (DOOM.WAD), Final Doom (tnt.wad and plutonia.wad) and Doom II (DOOM2.WAD) are in the jdoom folder:
  • Put all optional addons in the Doomsdaysnowberryaddons folder. Some addons come as resource packs; a folder with a lot of seperate files. Just put that folder into the addons folder (like the Doom resource pack jdrp.box):
  • Start Doomsday and follow the instructions of the setup wizard. You can enter the setup wizard later by clicking on Tools - Show Setup Wizard.
  • When you have finished the setup wizard, click on the Shared Settings menu and click on the Settings tab. Here you can configure the settings that will be used by all games, unless you change those settings for a specific game.
  • Take a look at display settings by clicking the Display button
  • You can select whether you want to start the game in either windowed mode or fullscreen mode. By default, Doomsday starts in fullscreen mode
Doom High Res Textures
  • Configure addons for your games by clicking on one of the games and then click on the addons tab. In this example we will configure addons for Doom:
  • Check optional addons to use (jd*.pk3 files are for Doom). Be sure to get these here! In this example we use the 'jDoom Resource Pack', the 'Doom hi-res Texture Pack', the 'HQ DOOM SFX' and the 'User interface' addons for Doom:
  • Next, click on the Settings tab again. Set the game data file if you haven't done that during the setup wizard. In this example the DOOM.wad file is used:
  • Start the game by pressing the Play button at the lower right corner

Tutorial on Youtube

Doom 3 high res textures

Still want to know how to get the Doomsday Engine working? Watch this, like and subscribe! Thanks!

Add custom WADs to Doomsday

Since Doom is released, tons of levels have been created by the community, as well as official expansion packs like Master Levels for Doom II and No Rest For The Living. You can add these WADs to Doomsday. Here's how.

Tweak in-game video settings

High
  • When the game has started with Doomsday, enable the Doomsday taskbar by pressing Shift+Esc or by clicking Show taskbar in the options menu. Please note that the taskbar is available as of version 1.12
  • Click on the Settings icon, then the Video menu item, then check the selected resolution
  • Also make sure Antialias and VSync are enabled for the best experience:
  • Please note that the fullscreen option in the screenshot above is disabled for the purpose of this tutorial
  • As of version 1.14 there's a guided tutorial available to explore all settings and options
  • To enable the tutorial, press Shift+esc to enter the taskbar, then press the Doomsday logo to enter the application menu and select Show tutorial:
  • Press escape several times to exit the taskbar and start a new game!

Field of view

Doomsday allows you to change the field of view (FOV) in your game, as if you look through a huge wide angle lens. Default FOV of Doomsday is 95. As a result, you can't see your weapons anymore in Hexen. Also setting a very high FOV (like 160) in Doom results in disappearing weapons. To adjust FOV:

  • Press Shift+ESC to enter the taskbar
  • Click on the settings icon
  • Click on Renderer
  • Adjust Field of view:

Blurry graphics

Some of us don't like blurry graphics. We need those pixels to feel good about a retro game. We need clear, crisp, pixelized graphics. By default, Doomsday Engine renders the graphics with OpenGL. Which makes them look blurry. If you don't want that, this is what you do:

  • Press Shift+ESC to enter the taskbar
  • Click on the settings icon
  • Click on Renderer
  • Choose Vanilla (built in) at the appearance option
  • You'll end up like this:

Please note that with the Vanilla renderer, all lighting effects and 3D models are disabled...! It's as retro as you can get! If you want to keep all the lighting effects and 3D models, you'll have to dive deep in the renderer settings.

  • Set the appearance mode back to custom
  • Click on the gear icon next to the appearance mode, as indicated above and choose edit
  • Scroll down to Materials and click on it to open the options
  • Disable all bilinear filtering options: sprites, world surfaces and user interface
  • You'll end up with this:

Furthermore, you might want to change the aspect ratio of your weapon, the GUI and other things, so they look just like the original (as of version 15):

  • Open the taskbar by pressing shift+esc
  • Click on the gear icon
  • Click on video
  • Set all aspect ratios to original 1:1

Doom High Res Texture Pack

Hexen - Deathkings of the Dark Citadel

Making Doom Textures

If you want to play Hexen Deathkings of the Dark Citadel:

  • You have Hexen running with the Doomsday engine with the instructions above
  • Put HEXDD.WAD file in the jHexen folder
  • Check HEXDD.WAD in the addons section at the Hexen settings

Multiplayer

As of version 1.10 of Doomsday, it is very easy to start a multiplayer game for one of the games that the Doomsday Engine supports (for example Doom II or Heretic).

Click here for a compact guide. We'll expand the guide in time, we'll keep you posted through Twitter.