High Resolution Textures problem
RE: High Resolution Textures problem
Just now, I downloaded the deng version again and opened it in both Winzip and 7Zip, and neither gave an error message. I don't have WinRAR. I went into a DOS prompt and compared it with the version I had downloaded earlier (using the comp command), and they were the same. I loaded E1M1 and the textures you pointed out in your screenshots are fine.
"For the world is hollow, and I have touched the sky."
- Cataflexia
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RE: High Resolution Textures problem
Hmmm, is strange.
Thanks for the feedback.
I'll download the packages again and I'll comment if the files are corrupted again.
;)
Thanks for the feedback.
I'll download the packages again and I'll comment if the files are corrupted again.
;)
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RE: High Resolution Textures problem
the zdoom pk3 package works perfectly fine in zandronum. Just point the autoload to it and you're good to go. No extraction necessary. Is there a reason I should download the Zandronum/Doomsday package and go through the trouble of extracting and setting up the folders? How could this be ideal? Why would you want to make changes on a system-wide basis, possibly messing up other iwads, when there is a perfectly good autoload-game-by-game-basis system inherited from zdoom?
[EDIT]
Aside from the fact that bigdoor1.png, zimmer5.png and 22 others textures from deng/flats were oddly missing from the zdoom package hires folder. I think that's an error on their part. There is no reason to have left them out. And if there is they should make the zandronum.pk3 in the fashion of zdoom. Not Doomsday.
@Cataflexia - WinRaR is notorious and old. (not to mention costs money) I wouldn't regard false readings of corruption as a surprise. You would be much better served with 7zip which is free and can extract .rar and regular .zip files just fine.
Also you're suppose to change the .pk3 to .zip. Not tack .zip on afterward. Which is probably what tripped up WinRar. Pk3 have always just been renamed .zip files. I should point out 7zip wasn't fooled by the .pk3 name, and extracted it without a hitch.
[EDIT]
Aside from the fact that bigdoor1.png, zimmer5.png and 22 others textures from deng/flats were oddly missing from the zdoom package hires folder. I think that's an error on their part. There is no reason to have left them out. And if there is they should make the zandronum.pk3 in the fashion of zdoom. Not Doomsday.
@Cataflexia - WinRaR is notorious and old. (not to mention costs money) I wouldn't regard false readings of corruption as a surprise. You would be much better served with 7zip which is free and can extract .rar and regular .zip files just fine.
Also you're suppose to change the .pk3 to .zip. Not tack .zip on afterward. Which is probably what tripped up WinRar. Pk3 have always just been renamed .zip files. I should point out 7zip wasn't fooled by the .pk3 name, and extracted it without a hitch.
Last edited by darklord42 on Fri Jul 18, 2014 6:34 pm, edited 1 time in total.
RE: High Resolution Textures problem
I was repeating what I was told to do. It was so long ago, I don't remember who told me to do it that way, but it I know that it works.
"For the world is hollow, and I have touched the sky."
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RE: High Resolution Textures problem
It "works" but there are much better systems already in place within zandronum that work better, and don't interfere with other iwads or other users on the computer. (different zandronum.ini files for each user)
Not to mention, it's much more logical for an end user to figure out. We are already using the autoload feature for other mods.
I don't understand why they put the doomsday version. Afaik, Zandronum shares nothing little in common with doomsday. The chain is ZDOOM -> GZDOOM -> Skulltag -> Zandronum. Personally I think the Doomsday version was updated more regularly, and just needed to be put in a zdoom format.
Not to mention, it's much more logical for an end user to figure out. We are already using the autoload feature for other mods.
I don't understand why they put the doomsday version. Afaik, Zandronum shares nothing little in common with doomsday. The chain is ZDOOM -> GZDOOM -> Skulltag -> Zandronum. Personally I think the Doomsday version was updated more regularly, and just needed to be put in a zdoom format.
Last edited by darklord42 on Fri Jul 18, 2014 11:46 pm, edited 1 time in total.
RE: High Resolution Textures problem
Well, it was back in the Skulltag days that I was told this, so maybe something has been added since then that lets your way work now. You just put the ZDoom version of the pk3 in the skins folder?
Since I have the textures and flats folders already set up and working, and I'm the only user on this PC, I'll leave it that way.
Since I have the textures and flats folders already set up and working, and I'm the only user on this PC, I'll leave it that way.
"For the world is hollow, and I have touched the sky."
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RE: High Resolution Textures problem
Rather I followed the Zdoom method. Placing it where ever and going to the [Doom.autoload] in the zandro-user.ini and putting the full directory (including .pk3) there. I remember this working with skulltag too.
RE: High Resolution Textures problem
I think that extracting folders from a pk3 is a simpler thing to tell people to do than editing an ini file.
"For the world is hollow, and I have touched the sky."
RE: High Resolution Textures problem
Bullshit, bullshit, bullshit.darklord42 wrote: @Cataflexia - WinRaR is notorious and old. (not to mention costs money) I wouldn't regard false readings of corruption as a surprise. You would be much better served with 7zip which is free and can extract .rar and regular .zip files just fine.
Also you're suppose to change the .pk3 to .zip. Not tack .zip on afterward. Which is probably what tripped up WinRar. Pk3 have always just been renamed .zip files. I should point out 7zip wasn't fooled by the .pk3 name, and extracted it without a hitch.
Opened the pk3 with WinRAR 5.00 (which is pretty new and NOT old) (but also winrar 4 and earlier could already open pk3 files)
I just opened the pk3 with winrar and extracted it perfectly fine.
WinRAR does nothing wrong here.
And is 7zip able to extract rar5 format already?
rar format is by winrar. And pk3 is even just a zip file if I'm not wrong.
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RE: High Resolution Textures problem
Extracting a folder is easy. (idk, apparently with some extractors you have to rename .pk3 to .zip for it to work) But anyone who has used any mod, (music, gameplay mods, anything) since ZDoom should know how to edit the file. That is the recommended method and you don't want to tell people anything else! DHRP isn't special. The directions are right under the zdoom and gzdoom downloads on dhrp easily apply.
Look at the first post, the man tried to use the recommended method and failed. (because the files were laid out wrong) This entire thread is testament to the fact that people don't know how to install this mod.
Easier?
If extraction is the recommended method then why not cut the nonsense and label it as a zip file? That is pretty damn self explanatory.
And extracting into the Zandro folder interferes with other IWADS which should be a big no no.
-------------------------
As to WinRar, I had no idea it was still being updated. Learn something new every day. But it still costs money, proprietary, and windows only. Which makes no sense in our world of cross-platform PCs, Why anyone would use it and distribute .rar files is beyond me when 7zip is just an all around better solution.
And I already pointed out why his WinRar wasn't the issue but his renaming of the file improperly most likely was.
Look at the first post, the man tried to use the recommended method and failed. (because the files were laid out wrong) This entire thread is testament to the fact that people don't know how to install this mod.
Easier?
If extraction is the recommended method then why not cut the nonsense and label it as a zip file? That is pretty damn self explanatory.
And extracting into the Zandro folder interferes with other IWADS which should be a big no no.
-------------------------
As to WinRar, I had no idea it was still being updated. Learn something new every day. But it still costs money, proprietary, and windows only. Which makes no sense in our world of cross-platform PCs, Why anyone would use it and distribute .rar files is beyond me when 7zip is just an all around better solution.
And I already pointed out why his WinRar wasn't the issue but his renaming of the file improperly most likely was.
Last edited by darklord42 on Sat Jul 19, 2014 7:54 pm, edited 1 time in total.
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RE: High Resolution Textures problem
I saw you did that. But why would anyone want to do that much work? Are you really going to tell others to do that? It would be one thing if Zandronum set up such a folder structure itself, but it doesn't. With Brutal Doom, I just put it in my mods folder and add it to my doom autoload section. Done.
It's one thing for a mod dev to do that so they can switch things out without having the hassle of compressing everything together evreytime, but not for the end user. We like data packages to be compressed and unified in a single file.
It's one thing for a mod dev to do that so they can switch things out without having the hassle of compressing everything together evreytime, but not for the end user. We like data packages to be compressed and unified in a single file.
Last edited by darklord42 on Mon Jul 21, 2014 6:55 pm, edited 1 time in total.
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RE: High Resolution Textures problem
Wow. Go figure that the difference between Zandro and Doomsday's structures is ONE measly folder.Dark-Assassin wrote: Actually, it does work fine.
Here's a tree.Code: Select all
ZANDRONUM\TEXTURES ├───[b]Doom[/b] │ ├───Doom1 │ ├───Doom2 │ ├───Doom2-plut │ └───Doom2-tnt ├───Heretic ├───Hexen └───Skulltag
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RE: High Resolution Textures problem
I cannot quite remember, but I think having the Doom folder also works for Doomsday.
Too bad it's subfolders won't work if in the parent folder for GZDoom/Zandronum. Dammit Graf.
Too bad it's subfolders won't work if in the parent folder for GZDoom/Zandronum. Dammit Graf.
RE: High Resolution Textures problem
If you put a wad or pk3 with that structure inside it into the skins folder, would it work?
"For the world is hollow, and I have touched the sky."
- Dark-Assassin
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RE: High Resolution Textures problem
No as it will replace the existing textures, making everything oversized. That's why there is a Hires folder, it's basically the external Textures/Flats folder for an archive, but you cannot toggle them on or off like if they were external.
- Cataflexia
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RE: High Resolution Textures problem
Wow, take easy dudes ! xD
Well,
I've downloaded the pk3's again and now this have the right size and now I can extract (I don't want this method of installing) only for check purpose. And yes, this work fine now.
The problem was with my browser, Firefox 24. This for an strange reason did not finish correctly the download and the file was corrupt.
So I've used a download manager (Free Download Manager) and the packets was downloaded correctly now.
Hm, I don't know why this happens, but I think that Firefox have some issues with some sites. An example of this is the site http://www.apple.com, where Firefox until now have some problems to download itunes.
I suppose that was the origin of all.
Now, some things that I want to clarify:
-The extraction method is more complicated from my point of view, but I think that you have to respect different opinions.
-The app used like 7zip or WinRAR are very good tools, I like both, so you don't have to say that WinRAR is the problem, here the problem was a confusion from me and I apologize for that.
-Using a packet for Doomsday to make this work with Zandronum, ZDoom or GZDoom are a terrible option (again, from my point of view) because this not are 100% compatible. Is true that some packs from -Doomsday can work with other Source Ports like Zandronum, but I think that always is the better solution is use the packets that was made for each Source Port (Risen3D, Doomsday, GZDoom, etc).
So guys, don't angry for all this, the good news are that now the packets can work without extract the content of it.
See ya, and thanks for all to all people.
Well,
I've downloaded the pk3's again and now this have the right size and now I can extract (I don't want this method of installing) only for check purpose. And yes, this work fine now.
The problem was with my browser, Firefox 24. This for an strange reason did not finish correctly the download and the file was corrupt.
So I've used a download manager (Free Download Manager) and the packets was downloaded correctly now.
Hm, I don't know why this happens, but I think that Firefox have some issues with some sites. An example of this is the site http://www.apple.com, where Firefox until now have some problems to download itunes.
I suppose that was the origin of all.
Now, some things that I want to clarify:
-The extraction method is more complicated from my point of view, but I think that you have to respect different opinions.
-The app used like 7zip or WinRAR are very good tools, I like both, so you don't have to say that WinRAR is the problem, here the problem was a confusion from me and I apologize for that.
-Using a packet for Doomsday to make this work with Zandronum, ZDoom or GZDoom are a terrible option (again, from my point of view) because this not are 100% compatible. Is true that some packs from -Doomsday can work with other Source Ports like Zandronum, but I think that always is the better solution is use the packets that was made for each Source Port (Risen3D, Doomsday, GZDoom, etc).
So guys, don't angry for all this, the good news are that now the packets can work without extract the content of it.
See ya, and thanks for all to all people.
Last edited by Cataflexia on Wed Jul 23, 2014 7:37 pm, edited 1 time in total.
RE: High Resolution Textures problem
I downloaded the file with firefox 30 and worked perfectly fine. Maybe an addon is a problem for you. Or an unstable internet?
_
Downside of the highres textures to me is, that some really dont look authentic.
For example the lava texture. It doesnt look that good either. Same with the other fluids.
I highly prefer the vanilla fluid textures - especially the lava one. I delete the fluid textures due to this everytime.
Also some other differ extreme. The atmosphere/design/feel of some maps suffer from this too.
examples:
Highres:
http://abload.de/img/gzdoom_2014_07_23_21_sglbi.jpg
original:
http://abload.de/img/gzdoom_2014_07_23_21_ywx92.jpg
Sky doesnt fit in this case, but thats a special case here.
But the redwall texturing (where the dead imps are) is noticable. The texture of highres is good - but it seems too bright. The original has less detail, but the better coloring/brightness.
highres:
http://abload.de/img/gzdoom_2014_07_23_21_aly99.jpg
original:
http://abload.de/img/gzdoom_2014_07_23_21_wpx6z.jpg
doesnt look good. texture inside cross is totally different (why it isnt red as well?) and the wall texture is not authentic. looks good, but not authentic. There is no green at original.
_
Now to go deeper into this:
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.
Highres:
http://abload.de/img/gzdoom_2014_07_23_21_65xav.jpg
Original:
http://abload.de/img/gzdoom_2014_07_23_21_gqbsn.jpg
Other texture, same problem.
drastically change to go away from the red coloring and shows again how it doesnt fit anymore into the intentioned texturing sheme. Looks totally out of place.
I really have to sort out some textures or try to edit them myself.
On the redwall thing a simple brightness reduction could already help out it.
But the wrong fire textures - I think there is no other solution than entirely deleting them together with the fluids.
Or I could try to make them at least back to red color.
They should try to make the textures as authentic as possible, and I assume they try their best. But if there are some textures which are totally off and in no way authentic, maybe there should be a seperate pk3 without them?
However. Thats a little bit feedback to this textures. And if I look further, I will sure find more problems :/
_
Downside of the highres textures to me is, that some really dont look authentic.
For example the lava texture. It doesnt look that good either. Same with the other fluids.
I highly prefer the vanilla fluid textures - especially the lava one. I delete the fluid textures due to this everytime.
Also some other differ extreme. The atmosphere/design/feel of some maps suffer from this too.
examples:
Highres:
http://abload.de/img/gzdoom_2014_07_23_21_sglbi.jpg
original:
http://abload.de/img/gzdoom_2014_07_23_21_ywx92.jpg
Sky doesnt fit in this case, but thats a special case here.
But the redwall texturing (where the dead imps are) is noticable. The texture of highres is good - but it seems too bright. The original has less detail, but the better coloring/brightness.
highres:
http://abload.de/img/gzdoom_2014_07_23_21_aly99.jpg
original:
http://abload.de/img/gzdoom_2014_07_23_21_wpx6z.jpg
doesnt look good. texture inside cross is totally different (why it isnt red as well?) and the wall texture is not authentic. looks good, but not authentic. There is no green at original.
_
Now to go deeper into this:
highres:texture inside cross is totally different (why it isnt red as well?)
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.
Highres:
http://abload.de/img/gzdoom_2014_07_23_21_65xav.jpg
Original:
http://abload.de/img/gzdoom_2014_07_23_21_gqbsn.jpg
Other texture, same problem.
drastically change to go away from the red coloring and shows again how it doesnt fit anymore into the intentioned texturing sheme. Looks totally out of place.
I really have to sort out some textures or try to edit them myself.
On the redwall thing a simple brightness reduction could already help out it.
But the wrong fire textures - I think there is no other solution than entirely deleting them together with the fluids.
Or I could try to make them at least back to red color.
They should try to make the textures as authentic as possible, and I assume they try their best. But if there are some textures which are totally off and in no way authentic, maybe there should be a seperate pk3 without them?
However. Thats a little bit feedback to this textures. And if I look further, I will sure find more problems :/
Last edited by De-M-oN on Wed Jul 23, 2014 9:15 pm, edited 1 time in total.
- Cataflexia
- Posts: 31
- Joined: Mon Nov 19, 2012 5:49 pm
RE: High Resolution Textures problem
You are right with the scheme of the textures.
The HD version many times go away from the original art.
However, I think that to make HD textures require an expert artist making good hd textures without destroying the original feeling.
Or, there could be possibility that I make HD textures, but to be honest, is really hard make a good hd texture.
;)
The HD version many times go away from the original art.
However, I think that to make HD textures require an expert artist making good hd textures without destroying the original feeling.
Or, there could be possibility that I make HD textures, but to be honest, is really hard make a good hd texture.
;)
RE: High Resolution Textures problem
They're still working on it.
"For the world is hollow, and I have touched the sky."