Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

hidfan

Members
  • Content count

    50
  • Joined

  • Last visited

3 Followers

About hidfan

  • Rank
    Mini-Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. hidfan

    Doom 3 PBR textures

    Maybe you could plug your (normal/specular) PBR work on the existing doom3 textures pak, or reuse some of it for your albedos/diffuses (they are available in doom1 resolution, doom3 resolution, 24bit colors or doom paletted). Some people asked for it :)
  2. hidfan

    Doom2 Neural Upscale 2x

    I just asked for an access to the beta. However It took a while to receive the "you're in" mail :)
  3. hidfan

    Doom 3 Textures for Doom

    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.
  4. hidfan

    Doom2 Neural Upscale 2x

    I want to but I need real life to let me find the time :)
  5. Watching it played the right way is even more satisfying, it remembers me the feeling of fear and power, playing doom in ultraviolence back in 1994. Great job
  6. hidfan

    Doom2 Neural Upscale 2x

    you can test the first export of items and decorations upscaled here single images are available here haven't tested everything yet. mega sphere has an horisontal ofsset in one frame i think.
  7. hidfan

    Doom2 Neural Upscale 2x

    I intend to :)
  8. hidfan

    Doom2 Neural Upscale 2x

    after some tests : waifu2x is too limited in image size input. doing sprite after sprite will be crazy. it's results are interesting. Did something like this (had to touch up the status bar manually)
  9. hidfan

    Doom 3 Textures for Doom

    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 !
  10. hidfan

    Doom2 Neural Upscale 2x

    I didn't know about waifu2x. I'll do some tests with it. Thank you !
  11. hidfan

    Doom2 Neural Upscale 2x

    First sprite test : the zombie Sources are available on google drive. you can test the pk3 here
  12. hidfan

    Doom2 Neural Upscale 2x

    Dragonfly : I re-uploaded transparent textures as transparent pngs without cyan background DooM_RO : I uploaded some 8k sources here, I'll take look in smoothdoom files to see if I can upscale them at the same time of the original ones. Doom2 minor sprite fixing project seems also to be taken into consideration. what bother me is that it's no longer a Hires override pak but a full mod (actually, as I can't make Hires folder work, it's already no longer a Hires pak lol). Linguica : I'm still fighting with my files to make this work worrectly, with no success :(. -I split Flats and Patches, did a flats.txt and a patches.txt. only the scale of flats is working, patches scales are still ignored. -I tried to understand how the HD-Textures.pk3 works, because it does, ( as opposed to mine :D), and still has crazy filenames different from the ones in doom2.wad. The .txts in that file are just appearing as "readme", the patch/scale informations are hidden somehow.
  13. wow, your pics just don't do justice to your level :) it looks amazing ! I haven't been dying very fast because I wasn't able to find weapons, so I cheated to be able to visit :D so... I took doors in wrong order. but gameplay wise it looks very hard for me in some heavily packed rooms. I loved the details : the bathrooms, bedrooms, the computers, the excavated stones, the temple,the train, the exit . I loved the outside and train tunnel areas (some Hom near the Ykey and in a rail deadend), they felt very natural, this rock texture works quite well. I see you used some beige with red noisy dots textures, around old mystic stones, the last version are very orange, it may fix the red dots but will break the beige tone. the level is huge, it took me 35 minutes to cover it entirely. When lost or looking for secrets, I was a bit discouraged. the what I'd call "the war room deadsimple²", is awesome, I'm glad I was invulnerable :D. bug : Mr BigBoss went into a corridor and its sprite was cliped in the ceiling. it's a beautiful portfolio of the doom3 texture pak, a lot of themes are used : medical, bathroom, office, industrial, militray, outdoor, hellish. makes me think it could be split into different smaller maps.
  14. hidfan

    Doom2 Neural Upscale 2x

    Thanks for the help DragonFly and Gez :) Spectre01 : it works pretty well on sprites too :), I wanted to release everything at once, but well, I need the textures to work, finishing this will teach me things that will be usefull when doing sprites .
×