You can find here 1650+ doom3 textures converted to oldgen engine texturing (no normal, height or spec maps). (they are available as individual PNG and zipped paks) You can use these freely, have fun, no credits needed, excepted maybe for the awesome id's artists =) -Adrian Carmack -Kevin Cloud -Andy Chang -Pat Duffy -Seneca Menard -Kenneth Scott -Patrick Thomas -Ted Anderson -Pat Jones Todo: -256 colors -brightmaps, animations, wad (any help, advise, tips are welcome here, I still don't have a lot of experience in this domain yet). FWIW, it would be useful to have normal, height, spec maps as well. Over on the ZDoom forums dpJudas was saying they'd need a working set of such maps to use as a basis if they wanted to try and add support for them in ZDoom/GZDoom. Unpacking doom 3 (or any idTech4 game I guess) gives access to this kind of textures, (the ones I used to generate the lightbaked ones) I don't think it's a good idea to host/post the original datas as it's accessible to anyone possessing the game.I remember someone started doing heightmaps for doom1 textures -Quake Tenebrae engine was generating them automatically (using the texture as input for Diffuse, Normal, Spec. You won't have the best results but it works with everything (any existing mod) and gives a basic effect) if specific ones where not available, this could be done for this ZDoom feature.
Apr 12, 2017 Newfangled Doom; Doom 2016; Doom '16 Mods Sign in to follow this. Doom '16 Mods. Gives you all weapons and monsters spawn in more areas: And of course, the mod that leaves lasting corpses. On 3/22/2017 at 4:27 PM, Man of Doom said: Looks pretty cool. CALL OF DOOM: COD Style Advanced Weapons MOD Dec 7 2018 Released Apr 26, 2017 First Person Shooter -- No Guns, No DOOM. This time it's MODERN WAR. -- This MOD adds 70 Call of Duty Style Guns to your 'Brutal DOOM' and 'Project Brutality'.
^ yeah in concerned about that. Those flesh textures are going to look like chocolate sauce, the blue walls are going to be gray and those orange bars are probably gonna look like crap without a lot of extra dithering work. For example, the orange rust textures I made in Mutiny took a lot of work that you couldn't reproduce with a normal recoloring tool, and they came out grainy af. I felt it complemented the kind of aesthetic I was going for, I'm not sure it would hold up well with Doom 3 style stuff though. I'm glad you're taking the time to do all this though. You're doing God's work. DoomRO: -it's possible your thread inspired me to do this =) -Doom 2016 textures are not accessible yet, and as they're baked in mega textures.
I think this will be very complicated to do. Miller: You are right, the global lighting lowered contrast and saturation, it's a bit bland. I aimed for a not too contrasted lighting, and as constant as possible between all textures, a bit in the spirit of the id's textures (especially quake 1 & 2 ones, doom still had some heavy contrasted things). So I tend to avoid black shadows as much as possible.
I think it's because a too much visible lighting (very true for very dark shadows that implies a big HDR range (direct sunlight): a dark color or shadow on a wall, in a very bright sector or outside will stay very dark, and counter the environment lighting balance. Most of the time this will make things less immersive (indoor, cloudy or in the shadow), you'll see things more like textures/drawings/paper on walls than architecture volumes and 'real' materials. It's hard to find the right balance for all textures at the same time.I wanted to do a 'contrast' pass before moving to 256 colors, but I was too hungry/impatient and tired (so many dozen of hours in this project.
For an average 5 minute per texture X 1650 = 140 hours minimum) - Using the original Diffuse as a color layer can enhance things ( see below), but it removes some subtle realistic lighting effects at the same time, like looking up things are blueish, and looking down are more brown.I need additional experience on the conversion workflow. The doom palette conversion doesn't work very well sometimes as everybody knows (for those damn blues and reds(flesh and blood) as mentioned by 40oz, or the low saturation greens. However oranges are surprisingly not working that bad).I now add some saturation before palette conversion, this makes colors (browns most of the time) more vibrants and almost existing in the palette, this creates more colors, subtle grey/brown mixes,(id's style) instead of full boring grey textures (but this can break the original design/spirit.well you can't win everywhere). Maybe I'll have to reconvert some of the first paletted ones. I'll probably do a V3 later, more color/contrast and a bit more arcady.
I still need to play with these ingame to be sure of the best adjustments I could try to fit the rest of the world/monsters. So going to a first full 'usable' release has become the priority. This is why I skipped the contrast pass: I need feedback like the one you did, or maybe other people playing with these textures, maybe starting making some first maps and raise problems. I've done a first wad with the Hicolor ones, started a small map, but I'm a beginner (in some way because I did maps with DEU 5.4 when I was younger:D ) and I'm still quite slow at maping. So the priority is set back to a first release. For your test: your texture is the Hangar's Jumbo Door (dirty, more colors), and my one is the Jumbo Door (grey, blue, white, quite clean). I used original colors, in this Jumbo Door texture, the marks and signs are white and not yellow for instance, I don't intend to modify those original colors, even if that's cool, the purpose of this conversion is to bake light on original ones, not alter them artistically, just technically.
To sum up, sorry for this long post: I agree on the low contrast/saturation issue, and will probably adress it later:). Here are some tests of mine, for the possible V3 adjustments (: Tip: four your own conversion technique, do not use the normal map directly, it's in openGL format (Y aiming down), so the lighting looks reversed. So before using it, you have to do an inverse on the green channel (Direct X format), it will look more natural then. Can you put a few of these textures side by side with some classic ones? Let's see how they fit together.
How about that door from the upper left corner and STARGR1? I think getting this right will be important. I played a few mods with Doom 3 textures and while they were very impressive, the assets more often than not looked strange when put side by side with older textures. Also, Doom 3 has a looot of textures so it might be a good idea to focus on just a few textures for now. I would focus on important stuff such as doors, metal panels and stuff like that. Just a suggestion.
dt: It's cool to see this is usefull for some people and to see them in a map, thanks for sharing! I found only one Hellish sky in the resources, I'm taking suggestions for the naming. I'll search for more assets, but I fear I'll have to take a screenshot of the outside, ingame, and then convert it (or I can use some nasa Mars images as well, but it would fit better in RealMars.wad than in a doom 3 textures conversion) DoomRO: I'll stick to doom3 datas for now, even if Doom2016 skies are pretty cool. Glalce: I'll try to make a pk3 (with the small ones by default, fitting the doom scale, and including big ones as HD alternatives, with animations and brightmaps). This will take a bit of time as I'm a newbie in this domain and I need to learn all that stuff. GoatLord: I have processed and uploaded 75% of the 256 colors versions the last few days, but there is still some garbage in it.
I found some new ways to convert some very problematic ones, so I'll do some updates. I still don't know what to do with the oversaturated reds and blues panels, I'm not happy with the results. V3 and V3 Small uploaded. Thanks hidfan for all your work on this. The textures are truly stunning. For those working conversion to classic DOOM: 1. Please realize that these are sometimes not made for either wall or floor; They can be for round pipes or a single texture can include 4 faces of a crate or other cube, etc.
Please exercise some critical thinking in the conversion process and don't just copy them over 1:1. Just as hidfan worked hard to apply the Normals etc to these, you will have to work hard to repurpose them to a DOOM style texture set. Please never ever use dithering to resolve palette issues. This has never looked good in classic Doom textures. Instead, tweak the source texture so that it better suits the classic palette before you convert.
This too is time consuming work and it takes both technical skill and an exquisite taste in DOOM texturing. Please take the opportunity to organize these in sets and themes. You do not have some code-of-honor responsibility to retain texture names or order; It's better for everyone in the long run if you exercise some scrutiny here and reorganize some of these to fit together better. Also, you don't owe it to anyone to include them all; Some simply won't make a whole lot of sense in the classic engine. Ukiro, what program are you using to produce those? I'm having a go at working with textures for the first time, and I've used irfanview to resize suitable images or tile them into a 64x64 square, so I've got the basics of image manipulation down, however the actual editing of images I've been doing is using the colour picker on mspaint and hand editing each pixel, with mixed results, mostly a bit shit as you can imagine. It's also taking ages.
I have GIMP that I'm trying to learn to use but finding it difficult. Any pointers appreciated. I use Photoshop. Bought my first license in 1995, for v3.0.4, and have not looked back, 22 years later. Nowadays you can subscribe, the 'photography' annual plan paid monthly is $9.99/month, i.e.
You sign up for $119.88. You can probably do most of this in Gimp but I've never had a reason to learn that program. Hand pixeling might have its therapeutic uses, but is not practical for something like this. You need proper tools. What Photoshop lacks is an adjustment layer for 8-bit color; having to convert to Indexed Color each time you want to preview the palette conversion is very annoying. If Gimp can do that, it'd be a serious advantage.
I'm half of V3 256 Colors. They are all uploaded, but second half needs revision (transparents are missing, I'll do them at the end) I started to convert skies (Cube map to panorama, thanks to the awesome cmft studio). I think the skyboxes will be used in the final version as zdoom supports that system, once I've learned all that advanced stuff. I still need to find the best way to crop/distort the panorama to get a good feeling of depth with the 'classic' sky texture method.
I have uploaded some tools I use, as a backup, and maybe these can be usefull for someone (see below Ukiro:): the classic palette & swatches, but also LookUpColorTable, all found in this forum, photoshop actions, the substance designer project used to bake the textures. GoatLord: My main problem is not really photoshop skills, but what is the best choice (for quality and speed, how can I batch a maximumu of things. I want to finish this!!:). For instance, I've finally chosen to avoid the pure blue colors and let them converted to grey. The blues are too saturated to fit anything else than dark or bright greys (as in the vanilla game) and don't fit the rest of the textures. I've also lowered diffusion in V3.
In V2 I used most of the time 30%. Now it's more 15%.
Actually, I'm converting the HighColor texture 3 times: without diffusion, with diffusion, with noise diffusion; then I blend the last two (15% each) over the first one and collapse everything and reconvert the result to the palette. This breaks most of the time colorbanding without adding the ugly diffusion grain.
Ukiro: in the tools I've uploaded there is a LookUp Color Table for photoshop (6+). I found this jewel in these forums (can't find the author:( ). Add a ColorLookup adjustement as a top layer, and load the.Cube (DataRGB, TableBGR), it will simulate doom colors. You can then work below this layer and have a good idea of what you'll get. This is really a life saver!!
Here is my last attempt at the palettized door. Didn't have the balls to try that orange ^^.
You still have some stray pixels but those are few enough that they can be cleaned up by hand. I think it'd be worth doing an orange version of this too, since there's enough of these colors across other textures that you could build a whole orange techbase set. Your level of dither here is so minimal that I think it's OK; I appreciate the care with which you go at this! My anti-dither rant is more directed at the 75% diffusion crowd.
The lookup table approach is neat, but it's still not showing exactly what I'll get. But big thanks for the file and info, I'll see if this can be improved. CUBE LUT's are plaintext so it should be possible to write one by hand, but Adobe's official spec is slightly daunting: 'The values in the table shall be set so that tetrahedral interpolation will generate correct output values'. EDIT: And the fact that this texture has a grey X on it confuses me. Ukiro, what program are you using to produce those?
I'm having a go at working with textures for the first time, and I've used irfanview to resize suitable images or tile them into a 64x64 square, so I've got the basics of image manipulation down, however the actual editing of images I've been doing is using the colour picker on mspaint and hand editing each pixel, with mixed results, mostly a bit shit as you can imagine. It's also taking ages. I have GIMP that I'm trying to learn to use but finding it difficult. Any pointers appreciated I'm a big MS Paint nerd, the program is just so fast and user friendly that I just cant get away from it. That said, I made some tutorials for good recoloring and minor edits that can be done very quickly and efficiently using MS Paint and Irfanview. Details in this post. I've done some researchs about LUT creation.
I've been able to create more precise.CUBE. They almost look like the final paletized version (the photoshop 8bit conversion won't look the same, but almost, and applying the palette to these LUTs will make no change). I've uploaded different cubes in tools folder: the bigger the number, the bigger the file and the more precise the preview (the less smooth gradients). Doom14-256.cube is 205Mo uncompressed and takes ages to load, smaller ones are already quite efficient.
The first one I was using was keeping smooth gradients, it's 95% fixed now =) Realtime preview of the final 256 colors, with all photoshop power ^^. This one: (a bit tricky, needs python and python image library to be installed). 16 and 17 cubes aren't readable by photoshop.
I didn't try 15, 14 was enough. 12 aswell and is faster.
And this one:( makes 5 and 8 only, but easy to use) workflow: generate a png texture (most of the time named identity), open it in photoshop, convert it to 8 bits per pixel, then to indexed colors (load doom palette), then back to 8bits then to 16bits. Save it to another name, and use the generator to convert this png to a.cube.