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hidfan

Doom 3 Textures for Doom

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The hi-res Pk3 version of the Doom3 Retro texture pack has been released.

And can be found HERE!

This version has all the hi-res textures, including brightmaps, brightmap animations, skies, and some requested pentagram decals.

Test the skies and decals with the test maps hosted in the same location. 

 

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D3Retro_hires_v3.7.pk3 - The (DooM 3 Retro) hi-res Texture pack for Classic Doom!
Compiled by Mr.Rocket 
1-16-2018

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Instructions:
1. Download the .pk3 into any random directory on your computer. 
 
2. Load GZDB up and then load or create a new map.
Select to build in a source engine that supports UDMF. (Map Options - Game Configuration)
When asked to Add resources, select (Add resource) and then select the (PK3/PK7) Tab.
Select the location of D3Retro_hires_v3.7.pk3, then hit Ok. 
 
3. That's it, the textures are loaded and you can begin to map with them.

3.1. You may notice that it may take up to 10 seconds to load all the textures in the editor.
~ it's a large texture pack, give it a little time and you should be good.
 
Ps, to use brightmaps in DB, all you'll need to do is select a normal texture that has lights or look like it should light up. Most all textures in the texture pack that contain lights should light up, so don't just select a brightmap texture, otherwise the texture will only have a black background. ~ I'm sure most of you already know this but I have to say it anyway, just so everyone's on the same page with that.
 
To take full advantage of brightmaps, lower your sector lighting.
~ Run in Opengl and add a few dynamic lights if needed. 
 
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Credit and Details:
All credit goes to id software for the original Doom3 textures.
All additional credit goes to hidfan for (D3 Retro) the Doom3 to Doom conversion texture set.
Additional, additional credit goes to Rachael for Torm'sTool, a png batch filename conversion tool. Also everyone who has made suggestions, requests, or who has mapped or plans to map using
this resource file.
You guys Rock!

 

The low-res (Doom color palette) version can be found in the usual place HERE.

 

 

Cheers!

 

 

Edited by Mr.Rocket

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Thank you again Mr Rocket for the work on this, this is so awesome ! thanks for the requested skies as well, it's a pleasure to see cool maps being made.
Without you this project would be dead, I have so much difficulties to finish the 256 colors that making then a working wad/pk3 seems almost impossible now.
My 256 colors folder has been updated last week with more fixed paletted versions of textures, it's possible I'll add more before tomorrow (I've connection problems so I might not be able to post the info here).
I was using a doom palette without the cyan color before, I've redone the transparent ones with correct cyan areas this time, should be better/easier to convert.
question : Are there additional  forbidden colors in the palette I should look after?
I've read something about RoE textures in the thread: they are in the pak, but they aren't alot. It's because a lot of normals/textures were done for 3D models, not for flat polygons. There was distortion created by the UVW mapping of the meshes and normals where not computed for flat tangents, thus making t he conversion look bad/bugged.
I'm gonna stop or at least pause after all 256 colors are acceptable and start working on another project. I've been playing/testing with some neural network upscaling technologies, and the first results with upscaling doom1 textures and sprites were satisfying enough for me to investigate more on this.
There won't be 2000+ textures to convert this time :D

Edit : Erratum, my connection is so bad that the last week upload of individual 256 colors pngs was incomplete, however the zips containing these are uploaded.

Edited by hidfan : correcting innacurate information

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If you guys have been wondering what's going on with my map, I've been out of town for 5 days and couldn't work on it. I also got stuck on it, lacking inspiration but it seems I am back on track. Here is a screenshot. Wish I could get a better angle.

 

wxIHQLx.jpg

 

 

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well, sometimes original plans cost imagination, on my case i made a map watching videos of the first level of doom3 the lost mission mixing with some sectors from the doom3 mod called tested 7.1 (first map), the result was this:

 

If i like a doom3 level (mods) and mixing with others levels i can create a good level, obviusly with different enemies locations and player start. This level is called Sigma plant and is the first official map of my doom3 tc called revenge of evil.

 

 

 

Still incomplete, i need to include the enemies, the map arquitecture was finnished btw.

Edited by doomero-21

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I have uploaded my last fixes/recolors for the 256 paletted versions and updated the zips accordingly.
I think I'm done for now =)

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On 4/1/2018 at 2:24 PM, DooM_RO said:

I smell a Doom 3 Renaissance incoming!

Would love to see a community project using those D3 textures! Also, i'm looking forward to play your level when possible~

 

@hidfan excellent work on all these new textures, gonna be interesting to see new maps built using these.

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11 hours ago, doomero-21 said:

the video

 

For some reason that reminded me of the 3DO games from the 90's that used real video as a part of it's game instead of sprites or models.

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On 28/01/2018 at 8:24 PM, DooM_RO said:

 I could really use some feedback though.

 

gameplay wise I loved the tension when you were a bit overwhelmed, I was feeling it on my chair ;P.
graphically wise I think there are some weakness in the lighting  (maybe it's not done yet ?), a bit too much the same value, and a bit dark. 

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3 hours ago, hidfan said:

gameplay wise I loved the tension when you were a bit overwhelmed, I was feeling it on my chair ;P.
graphically wise I think there are some weakness in the lighting  (maybe it's not done yet ?), a bit too much the same value, and a bit dark. 

 

I agree about the lighting. I want to keep it dark but I want to change it up a bit. Do you have any suggestions? What about the atmosphere in general?

 

Was the layout confusing? I wanted to make it interconnected.

 

Should there be more than a Plasma Gun in the map? I thought it and the SSG should be secret-only weapons to make the level hard. Did you find them?

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I didn't play it, just watched you playing it, haven't launched doom for a while, just spending the few minutes of free time into texturing researchs :)
Plasma gun or not, I don't know, I'm not enough a doom gameplay hardcore specialist !

Lighting suggestion ? hum...
+brighten areas near light sources
+change lighting between rooms / corridors
- darken unused areas (repulse)
- lighten usefull areas to guide player's attention. (attract)
 

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Wow, impressive ! I love the new lighting, and so many things ! it looks amazing.
I loved map02 too , the hommage to doom1 E1 maps ^_^.

10:12 : I just love this room <3

Some improvement suggestions.
15:32 : some missing brightmaps on neons?
17:54 23:0 add some subtle green lights near acid pools (really subtle, not too strong).
20:14 same as above + darken 50% acid smoke to lower the blinding additive saturation effect.

16:42 19:45 22:15 -the outside areas are a bit too bight, or it's the sky that is too dark : because they are brighter than the mountains and I think they souldn't. Shadowed areas here are too dark, the sky/sun light would bounce on walls and floor, making shadows brighter
24:55 add lights near bubles tubes?
25:25 : light from outside will bounce inside making the sectors close to outside brighter
25:35 the revenant alcove being narrow receive less light than the big center area, darken this sector (makes it more readable)
25:45 less light is reaching the door, this sector could gain being darker

I don't know what would be the result, but maybe try darkening + adding lights with big radius in the sky to add some lighting gradients in those outdoor sectors?

Anyway, great job !

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Can anyone help me pack the resources in the WAD? I mean I am used to vanilla mapping but when I make maps with custom stuff I usually just drag and drop them in the exe.

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4 hours ago, DooM_RO said:

Can anyone help me pack the resources in the WAD? I mean I am used to vanilla mapping but when I make maps with custom stuff I usually just drag and drop them in the exe.

Just read about how to make pk3 files on the zdoom wiki. It has most of the info you need.

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14 minutes ago, hardcore_gamer said:

Just read about how to make pk3 files on the zdoom wiki. It has most of the info you need.

 

But I want to put it on Id games too. Do they accept pk3s too?

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Ok, some of you might have wondered if at this point I wasn't making good of my promises of making models for this. And it's understandable seeing as it's been weeks without any progress updates from me whatsoever. Thankfully this isn't the case. I have made over 80+ models already (though most of them haven't been properly textured yet) and I am not even close to being done yet. That is why you haven't heard from me at all lol. Here are some screenshots of a level I am working on for the vinesouce contest. Keep it in mind that this is still nowhere near finished and that many of the models in these screenshots such as some of the pipes for example haven't even been given proper texturing yet. There are also some computer control stations that are suppose to be on that shot but I haven't finished modeling them yet so they will be added at a later date. Expect more screens as the projected advances, which won't be long since I only have 4-5 days left before the deadline for the contest ends. Anyway, here are the screens:

 

2Zg9J6L.jpg

 

 

Tx53CZj.jpg

 

m1MbA2O.jpg

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I know this is a bump, but do you think you might ever add pbr to these textures since that is possible now? It would make the Doom 3 textures look even more awesome, and is how they were originally intended to be used anyway.

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I think I won't
PBR is "almost" compatible with original textures (excepted the metalness and the effect it has on metallic diffuses),
the converted D3Retro ones were already renderings of these in PBR in substance designer so they won't work very well with an additional PBR pass.
Also, to do it well would ask almost as much work as for making this retro pak : introduce every texture (with new naming conventions of the pak) in substance, adjust parameters, bake new textures (adjusteddiffuse+ ambient occlusion, roughness, metalness)
For what I've read and understood (maybe Im wrong, I haven't found a lot of informations), the current PBR rendering in the doom engine is not really compatible with all maps / mods as it needs additional light sources, so I find it's interest limited currently.
A ScreenSpaceReflections + probes system for the environment lighting would make it work everywhere with every map and mod, and then working for it would be interesting
I'd prioritize working on PBRing original doom datas though, the most used by people.
 

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On 4/8/2018 at 2:20 PM, hardcore_gamer said:

I know this is a bump, but do you think you might ever add pbr to these textures since that is possible now? It would make the Doom 3 textures look even more awesome, and is how they were originally intended to be used anyway.

 

 

Would you be interested in working on PBRing with me? I’d love to do that for at least a few textures to play with. 

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