Incorporating Doom Hi-res Texture with Brutal Doom.

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Shodan
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Incorporating Doom Hi-res Texture with Brutal Doom.

#1

Post by Shodan » Wed Feb 27, 2013 6:31 am

Hello,

Which version of the high res texture pack would I need to use, so I can get Brutal Doom running with higher res textures?


http://dhtp.freelanzer.com/?page_id=17

Thanks.

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RE: Incorporating Doom Hi-res Texture with Brutal Doom.

#2

Post by -Jes- » Wed Feb 27, 2013 7:36 am

The GZDooM file is the easiest (put under zandro\skins\), but the latest version isn't compatible with Zandronum's ingame menu option. (you can't disable it ingame)

The Doomsday pack IS compatible with the ingame menu option if you extract the subfolders into your Zandronum folder properly.

Brutal DooM doesn't actually change map textures itself.

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RE: Incorporating Doom Hi-res Texture with Brutal Doom.

#3

Post by Shodan » Wed Feb 27, 2013 8:06 am

Thank you.

I've just placed the hi-res folder into the skins, but no high resolution textures are evident (no change on the start up screen either, just Doom and Brutal Doom). Strange, as everything else works fine.


Edit : sorted it! I noticed that all the other files had been 'converted' (is that right) to a 7zip file, so I just dropped the original download in and hey presto! :D
Last edited by Shodan on Wed Feb 27, 2013 11:20 am, edited 1 time in total.

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RE: Incorporating Doom Hi-res Texture with Brutal Doom.

#4

Post by Shodan » Sun Mar 03, 2013 4:37 am

Btw, does anyone know if the master levels for doom 2 will work, and if so, how did you do it?

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RE: Incorporating Doom Hi-res Texture with Brutal Doom.

#5

Post by Espio » Sun Mar 03, 2013 7:01 am

Shodan wrote: Btw, does anyone know if the master levels for doom 2 will work, and if so, how did you do it?
Any wad that uses DooM/DooM2 textures and having the hi-res wad in your skins folder, it's converted already to hi-res for you to see. Otherwise custom textures(If any are present) will still be normal.
Last edited by Espio on Sun Mar 03, 2013 7:03 am, edited 1 time in total.
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RE: Incorporating Doom Hi-res Texture with Brutal Doom.

#6

Post by Skrell » Sat Dec 21, 2013 2:59 am

Can someone plz post a step-by-step instructions for using this DHTP textures for us noobs? I have the pk3 file, i can see there is a folder inside it called "hires", but i don't have a folder named "skins" in my zandronum directory? Do i make one and then extract that folder to it? Are you recommending i extract the files from the Doomsday version rather than the GZDoom pk3?

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RE: Incorporating Doom Hi-res Texture with Brutal Doom.

#7

Post by Luke » Sat Dec 21, 2013 3:06 am

Skrell wrote:I have the pk3 file, i can see there is a folder inside it called "hires", but i don't have a folder named "skins" in my zandronum directory?
Exactly.

You can also add there all the skins that you want, as long as another user has the same wad/pk3 in her/his skin folder they will be able to see your skin; however, for the HD textures this is irrelevant.

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RE: Incorporating Doom Hi-res Texture with Brutal Doom.

#8

Post by Skrell » Sat Dec 21, 2013 3:33 am

what about the doomsday vs. gzoom pk3s?

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RE: Incorporating Doom Hi-res Texture with Brutal Doom.

#9

Post by -Jes- » Sat Dec 21, 2013 3:54 am

For some reason I havent looked into, recent (g)zdoom files no longer work with the ingame highres texture toggle, meaning you cannot turn them off ingame. They do however work fine with iwad-specific textures.

The doomsday file isn't meant to work with (g)zdoom, but if you're tech savvy enough you can extract it's contents into subfolders for your (g)zdoom install that'll work with the ingame toggle. This however does not at all support iwad-specific textures.

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RE: Incorporating Doom Hi-res Texture with Brutal Doom.

#10

Post by Skrell » Sat Dec 21, 2013 4:05 am

Ok so i extracted the hires folder to c:\zandronum\skins\hires and nothing happened. What am I missing? Have you tried the latest DHTP pack btw? When i add it using a file parameter like -iwad doom2 -file zdoom-dhtp-20130802.pk3 i noticed some of the textures don't line up right and some of the animated one flicker with the wrong textures cycling through. I was hoping that if i extracted them all this might help with this problem? Any help here is appreciated!
Last edited by Skrell on Sat Dec 21, 2013 4:06 am, edited 1 time in total.

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RE: Incorporating Doom Hi-res Texture with Brutal Doom.

#11

Post by Ænima » Sat Dec 21, 2013 4:37 am

You're not supposed to extract it, just place the whole PK3 into your Skins folder ...
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RE: Incorporating Doom Hi-res Texture with Brutal Doom.

#12

Post by Skrell » Sat Dec 21, 2013 6:07 pm

Ok i understand now thank you! Can someone please verify that the latest DHTP release zdoom-dhtp-20130802.pk3 has issues with animated textures like waterfalls (meaning that the animation mixes in random textures during a cycle?) Also i find the red/green square buttons are commonly misaligned. Any ideas?

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RE: Incorporating Doom Hi-res Texture with Brutal Doom.

#13

Post by mr fiat » Sat Dec 21, 2013 7:46 pm

hmmm for me the hi res textures dont work (only flats) whenever another pwad is loaded, i have the pk3 in my skins folder. it works fine when no other pwads are loaded tho.

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RE: Incorporating Doom Hi-res Texture with Brutal Doom.

#14

Post by Empyre » Sun Dec 22, 2013 5:20 am

Download the doomsday version.
Open the pk3 like a zip file (which it is).
Extract the flats and textures folders into the zandronum folder. Extract the entire folders, not just the contents of the folders, so that you will now have zandronum\flats and zandronum\textures folders.
Play Zandronum in Open GL mode.
There is an option deep in the options menu that toggles the hi-res textures, defaulting to on.
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RE: Incorporating Doom Hi-res Texture with Brutal Doom.

#15

Post by mr fiat » Sun Dec 22, 2013 11:06 am

Empyre wrote: Download the doomsday version.
Open the pk3 like a zip file (which it is).
Extract the flats and textures folders into the zandronum folder. Extract the entire folders, not just the contents of the folders, so that you will now have zandronum\flats and zandronum\textures folders.
Play Zandronum in Open GL mode.
There is an option deep in the options menu that toggles the hi-res textures, defaulting to on.
oh wow this worked, thanks.

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RE: Incorporating Doom Hi-res Texture with Brutal Doom.

#16

Post by Luke » Sun Dec 22, 2013 2:44 pm

Empyre wrote: Download the doomsday version.
Open the pk3 like a zip file (which it is).
Extract the flats and textures folders into the zandronum folder. Extract the entire folders, not just the contents of the folders, so that you will now have zandronum\flats and zandronum\textures folders.
I wanted to say that but has passed so much time since when I did this (back then, during the Skulltag's era) that I was afraid I was wrong.
I did this, but then some textures such as the skull switch on the compblue wall texture don't display correctly. I've always wondered if there was a fix for this. Do you know if this has been fixed on Zandronum? I'll try it again ASAP, as for now I'm busy with the work and I can't spend time on this.

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RE: Incorporating Doom Hi-res Texture with Brutal Doom.

#17

Post by brunoxi » Wed Feb 26, 2014 5:26 am

Skrell wrote: Ok i understand now thank you! Can someone please verify that the latest DHTP release zdoom-dhtp-20130802.pk3 has issues with animated textures like waterfalls (meaning that the animation mixes in random textures during a cycle?) Also i find the red/green square buttons are commonly misaligned. Any ideas?
I can confirm that I am receiving the same issue on Zandronum. For example, E2M3 with textures BLODGR1 through BLODGR4, it follows up a shrunken image of swskull, and it looks like some computer tech art, and maybe a flame switch or something. I just registered so I can quote this post...I'll see if I can attach an image or something next...

BTW, sorry for being a n00b...I know this isn't the place to submit issues with DHTP. Do they have a forum?

EDIT: NVM. Figured out the DHTP bugs part: http://dhtp.freelanzer.com/?page_id=191

EDIT2: Bah. Appears I cannot upload screenshots. Well, anyways, confirming that I received the same. I wonder if this is an engine issue, or a DHTP issue, because if I disable Hi-Res textures, animation is fine. Which leads to another issue...why is it picking like 5 textures to display (that are nowhere near each other in filename)? Confused, lol.
brunoxi wrote:
Skrell wrote: Ok i understand now thank you! Can someone please verify that the latest DHTP release zdoom-dhtp-20130802.pk3 has issues with animated textures like waterfalls (meaning that the animation mixes in random textures during a cycle?) Also i find the red/green square buttons are commonly misaligned. Any ideas?
I can confirm that I am receiving the same issue on Zandronum. For example, E2M3 with textures BLODGR1 through BLODGR4, it follows up a shrunken image of swskull, and it looks like some computer tech art, and maybe a flame switch or something. I just registered so I can quote this post...I'll see if I can attach an image or something next...

BTW, sorry for being a n00b...I know this isn't the place to submit issues with DHTP. Do they have a forum?

EDIT: NVM. Figured out the DHTP bugs part: http://dhtp.freelanzer.com/?page_id=191

EDIT2: Bah. Appears I cannot upload screenshots. Well, anyways, confirming that I received the same. I wonder if this is an engine issue, or a DHTP issue, because if I disable Hi-Res textures, animation is fine. Which leads to another issue...why is it picking like 5 textures to display (that are nowhere near each other in filename)? Confused, lol.
Think I found the issue. In the "doom2-tnt" subdirectory, blodgr was redefined. Once I deleted the duplicate, the weird texture issue was gone! Now checking known animated walls on http://doomwiki.org/wiki/Animated_wall and deleting any duplicates. Hope this helps you out!
Last edited by brunoxi on Wed Feb 26, 2014 5:48 am, edited 1 time in total.

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RE: Incorporating Doom Hi-res Texture with Brutal Doom.

#18

Post by -Jes- » Wed Feb 26, 2014 1:00 pm

Yes, DHTP includes subfolders for the various other iwads out there.
Unfortunately, Zandro doesn't appear to support them - not sure if ZDoom does.

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RE: Incorporating Doom Hi-res Texture with Brutal Doom.

#19

Post by tylerdurden » Tue Nov 10, 2015 6:33 pm

Hi buddys

Well its like 1 year l8er.. but whatever,

I recently felt like playing old dooms again, (got em on steam) and i've downloaded the lovely brutal mode.

After that, i wanted to try get high res pack (new textures, monsters, skys etc..) I tryed it years ago, but it was wy harder to set up at this time (i may was a bit low also).

I've found some interresting stuff, like those ones :

- http://www.moddb.com/games/doom/addons/dark-doom

- http://www.moddb.com/games/doom/addons/ ... om-3-style

The thing is, when i open the zip, and copy paste data into doom/base/skins, i got an error trying to launch the game, if i paste on base folder, it crash launchingh.

Sorry for my lack of knowledge on there, it might be noob asking, my bad, but it would help me a lot! Is the problem, like above, about the version of those files? (Gzdoom), Does any1 got a advice how i could fix it, and use this dark doom for exemple?

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RE: Incorporating Doom Hi-res Texture with Brutal Doom.

#20

Post by Sean » Wed Nov 11, 2015 5:12 pm

tylerdurden wrote: Hi buddys

Well its like 1 year l8er.. but whatever,

I recently felt like playing old dooms again, (got em on steam) and i've downloaded the lovely brutal mode.

After that, i wanted to try get high res pack (new textures, monsters, skys etc..) I tryed it years ago, but it was wy harder to set up at this time (i may was a bit low also).

I've found some interresting stuff, like those ones :

- http://www.moddb.com/games/doom/addons/dark-doom

- http://www.moddb.com/games/doom/addons/ ... om-3-style

The thing is, when i open the zip, and copy paste data into doom/base/skins, i got an error trying to launch the game, if i paste on base folder, it crash launchingh.

Sorry for my lack of knowledge on there, it might be noob asking, my bad, but it would help me a lot! Is the problem, like above, about the version of those files? (Gzdoom), Does any1 got a advice how i could fix it, and use this dark doom for exemple?
What error do you get?
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