High Resolution Textures problem

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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-Jes-
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RE: High Resolution Textures problem

#41

Post by -Jes- » Thu Jul 24, 2014 3:24 pm

I could upload the personal edits I've been running with for a while now - done, courtesy of BEST EVURRRRR

They are mostly color, brightness corrections, but there's a few texture consistency fixes as well - see the grossly mismatching Startans in several E1 maps.
Last edited by -Jes- on Thu Jul 24, 2014 3:50 pm, edited 1 time in total.

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RE: High Resolution Textures problem

#42

Post by Dark-Assassin » Thu Jul 24, 2014 3:29 pm

I have quite a few of the older, better textures still. In fact, I think all of the recently replaced ones.
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RE: High Resolution Textures problem

#43

Post by kurikai » Fri Jul 25, 2014 1:08 pm

@De-M-oN
I have taken your advice and am tweaking those textures to be closer to the originals.
Also, if you check the dhtp thread on dengine.net you will seee the lava textures are also being worked on.
-Jes- wrote: I could upload the personal edits I've been running with for a while now - done, courtesy of BEST EVURRRRR

They are mostly color, brightness corrections, but there's a few texture consistency fixes as well - see the grossly mismatching Startans in several E1 maps.
Why not try get your fixes put into the pack, it's a community project after all.
Dark-Assassin wrote: I have quite a few of the older, better textures still. In fact, I think all of the recently replaced ones.

which older ones are better?
Last edited by kurikai on Fri Jul 25, 2014 1:10 pm, edited 1 time in total.

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RE: High Resolution Textures problem

#44

Post by Dark-Assassin » Fri Jul 25, 2014 2:49 pm

bigdoor set
starbr, starg, stargr, startan set
gray set
tekgren set

They're the ones I remember being changed quite a lot since I downloaded the DHTP pack many years ago.

I could get a proper comparasin.
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RE: High Resolution Textures problem

#45

Post by De-M-oN » Fri Jul 25, 2014 5:15 pm

Speed of Doom offers an own sky3. Thats why the sky was so strange.

Just to clear that up :)

@-jes- your redwall looks way better. This darkness reduction was highly necessary. thank you.

@kurikai : Thank you :)

The nukage fluid: I guess it could be a first improve if you use a darker green. It seems too bright like the redwall.

And the original redwall looks like vertical "stripes" if you see what I mean ^^
Maybe this can be improved as well for the highres version. But that only as a small suggestion.
Last edited by De-M-oN on Fri Jul 25, 2014 5:28 pm, edited 1 time in total.

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RE: High Resolution Textures problem

#46

Post by -Jes- » Sat Jul 26, 2014 11:30 am

kurikai wrote: Why not try get your fixes put into the pack, it's a community project after all.
Because they are crude hackjobs. DHTP proper needs the real deal.

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RE: High Resolution Textures problem

#47

Post by De-M-oN » Mon Aug 11, 2014 2:04 am

I made just a simple recolor for the "firewall" and it helped imo A LOT.

Firewall:
Firewall:
Image
Firewalla:
Image
Firewallb:
Image

ingame:
http://abload.de/img/screenshot_doom_20140rgc7u.jpg

This refers to this:
De-M-oN wrote:highres:
http://abload.de/img/gzdoom_2014_07_23_21_wub1n.jpg

original:
http://abload.de/img/gzdoom_2014_07_23_21_c6arh.jpg

Making the flames not red anymore is a radical change. The texture looks good, but like you can see doesnt fit on many situations. Its so special and so dramatically changed that this texture looks almost always out of place/wrong and destroys the intentioned texturing sheme often enormous like seen on the screens.

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RE: High Resolution Textures problem

#48

Post by Empyre » Tue Aug 12, 2014 12:23 am

If you submit your recolored textures here, they might use them in the next version:
http://dengine.net/forums/viewtopic.php?f=3&t=875
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RE: High Resolution Textures problem

#49

Post by Dark-Assassin » Tue Aug 12, 2014 3:22 am

I'm thinking of uploading a pack of my hand picked textures, but will not submit them as they are either old and were replaced, not 100% doom like (some that are look weird) and/or are not mine nor edited by me anyway.
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RE: High Resolution Textures problem

#50

Post by elessar » Sun Aug 17, 2014 12:23 pm

Again, there is a problem with these textures. Everything works well until the Final Doom. When you turn on the game menu appears and then when trying to start the game an error pops up. I tried to extract texture, then the error does not appear but I lack the texture of the ceiling and not just in Finall Doom but also in every other game Doom 1, 2 Plutonia. Please help.

Zandronum 1.2, latest textures pack. I have tried other textures but also bring a similar effect.

https://imageshack.com/i/ipjRV6wgp
Last edited by elessar on Sun Aug 17, 2014 12:31 pm, edited 1 time in total.

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RE: High Resolution Textures problem

#51

Post by aivar242 » Thu Oct 02, 2014 11:44 pm

Thanks Empyre all works. I understand that the 3D models this port does not yet support? Or am I mistaken?
Last edited by aivar242 on Thu Oct 02, 2014 11:45 pm, edited 1 time in total.

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RE: High Resolution Textures problem

#52

Post by Empyre » Fri Oct 03, 2014 4:26 am

This port DOES support 3D models. I don't have a working link to download them, however.
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RE: High Resolution Textures problem

#53

Post by aivar242 » Sun Oct 05, 2014 2:58 pm

Empyre wrote: This port DOES support 3D models. I don't have a working link to download them, however.
Good. Then explain to me how to integrate them into the port? Which folder to create, and in what format should be files with 3D models?

3D models can be taken to the port of Doomsday. http://dengine.net/addons
Last edited by aivar242 on Sun Oct 05, 2014 3:01 pm, edited 1 time in total.

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RE: High Resolution Textures problem

#54

Post by Empyre » Sun Oct 05, 2014 5:29 pm

I don't know the model format details, but I do know that if you manage to get a hold of a Zandronum-compatible models wad (or more likely, pk3), you can load it like any other wad, or put it into your skins folder.
IIRC, Dark-Assassin had made / gathered together a model pack. There was a thread for it in the old Skulltag forums.
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RE: High Resolution Textures problem

#55

Post by aivar242 » Mon Oct 06, 2014 2:50 pm

Thank you. I wanted to improve this port, so that it looked like about Doomsday, but until Zandronum not predisposed to it. So I for a single game will be as before to fill the Doomsday, because it looks great, but a poor multiplayer, and for multiplayer I will use Zandronum, which looks worse than having a rather primitive OpenGL, but great for the game in multiplayer.

P.S. At the port Zandronum sprites look very bad monsters. They are like a bud cut from paper with scissors. This is a problem of increasing the sprites. For example, in the port of Doomsday, not a lot of sprites to make an end, especially on the edges of the sprite. Therefore, it can be seen the ladder pixels even after filtering and smoothing. I think it more correct decision.
Last edited by aivar242 on Mon Oct 06, 2014 3:04 pm, edited 1 time in total.

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RE: High Resolution Textures problem

#56

Post by Sean » Mon Oct 06, 2014 3:18 pm

aivar242 wrote: They are like a bud cut from paper with scissors.
If you mean the sprites seem paper thin (like why you view from above of them), then I have to ask you this: have you ever played classic Doom?
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RE: High Resolution Textures problem

#57

Post by aivar242 » Mon Oct 13, 2014 9:34 pm

The fact of the matter is that I played 20 years ago and now play Doom 1&2. I play on port Doomsday, because there Doom looks better than all the other ports.
Zandronum - I chose only for multiplayer. When I want to play on the network. That there is no smooth transition from good graphics Doomsday, on Zandronum, I 'm trying to do Zandronum like Doomsday. Promotion is already there, but I see that in OpenGL Zandronum yet worse than the Doomsday, and it's sad.

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RE: High Resolution Textures problem

#58

Post by De-M-oN » Mon Oct 13, 2014 9:37 pm

imo many models of doomsday look rather inauthentic - rather cartoonish than evil, and because of that rather ugly to me :/ I assume this doesnt have changed till now..

The HRP models of Duke Nukem 3D are excellent though!
Last edited by De-M-oN on Mon Oct 13, 2014 9:38 pm, edited 1 time in total.

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RE: High Resolution Textures problem

#59

Post by Dark-Assassin » Tue Oct 14, 2014 3:27 am

3D Models: https://code.google.com/p/ds-models/
They don't stay true to JDRP as there are a few mixed and matched from various sources. Also, because they use sprite frames, there is no true Doomsday like fluid animation.
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RE: High Resolution Textures problem

#60

Post by De-M-oN » Tue Oct 14, 2014 11:26 pm

Cant you just offer a pk3 file?
Why I should install software which is only useful for a developer?

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