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

hires textures and zdoomgl

Recommended Posts

Hey, just so you guys know, the new ZDoomGL is going to have full support for hires textures (ala JDoom). I just got TGA's working last night, and I'll be working on other formats tonight (png, etc).

Share this post


Link to post
DooMBoy said:

Um, timmie, I think you posted in the wrong forum, good buddy :P


Umm, well, these people might want to know, too!

Share this post


Link to post
DooMBoy said:

Um, timmie, I think you posted in the wrong forum, good buddy :P

Well since FreeDoom has the subproject of making hi res textures I think it applies. :P

Share this post


Link to post
boris said:

Um, map01? :)


Dude, I'm a programmer, not a mapper... I don't know any of the texture names :)

Share this post


Link to post

I'm curious.. are you doing wall texture replacements by patch (as with the original) or the entire texture?

Share this post


Link to post
fraggle said:

I'm curious.. are you doing wall texture replacements by patch (as with the original) or the entire texture?


Entire texture. The logistics of building textures from regular patches and hires patches hurts my head :)

Share this post


Link to post

Hey fred, when the heck are you going to finish up on the lost soul sprites? they are cool, and need completeness.

Share this post


Link to post

Ouch! Those screenies with the hi res textures look fantastic. Nice one Fredrik and timmie.

The first one, with the Hi-res and low res beside each other really shows off the massive improvement that hi res textures make.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×