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Arkainjel
August 18th, 2000, 10:16 PM
I saw in the original to-do list a high-res texture mode. I was wondering if this was still in the works as I would love to retexture most of episode one (especially map01) and see the results -- and release it to the community, of course.

You could have corresponding high-res textures for each original (if it's not there, use the original), flip the mode to high-res and revel in the glory of the new look.

Arkainjel

[NSC]Malcom
August 19th, 2000, 04:24 PM
I think Legacy Team doesn't continue the development of this feature (Or they forget it). The guys are working specially on the OpenGL, Glide drivers now. Maybe in a very future release you'll see this feature...

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Don't turn now. Aaaahhhhhhh!!!... I told you =)

Aliotroph?
July 29th, 2001, 04:41 PM
How exactly do you create hi-res Doom textures anyway? ID has all the stuff for that, and they probably don't even have their stuff anymore. You'd have to find someone to re-draw the artwork (big pain in the ass). It would look cool though. I think better lighting (texture lights) would be a bigger improvement though (of course that will never happen).

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"Carnage killed Aliotroph?"
- obituary from Perfect Dark

Jon the Frad
July 30th, 2001, 04:41 AM
There are a lot of hires clone doom textures being made as part of the freedoom project.

Boingo the Clown
July 30th, 2001, 10:52 AM
I've been suggesting the option of higher resolution for sprites and textures on and off for the last year and a half (and I am not the only one).

Every time I do, the first reply I always get is "You will have to create all new textures and sprites at the higher resolution."

Well DUH!

I've known that from the start, and yet I have to hear it over and over again.

Most mod makers have to create new sprites and textures anyway. Painting them at a higher resolution is no problem, and added detail would be more than welcome. The perceived hassle of creating of creating the new graphics is no hassle at all.

If the high res textures and sprite can be identified using a lump other simple method, so that they are the only ones being displayed at the high res, there would be no need to create high res versions of the old sprites and textures. (Of course, once the option become available, you know that somebody is going to make high res versions of the original sprites and textures anyway.)

I haven't got the foggiest idea why the team won't try it, considering how many times it has been asked for. I may not be a programmer, but fitting twice the normal number of pixels along each axis of a wall shouldn't require any more than the manipulation of a few variables in the game engine as far as I can figure, unless there is some specific reason why it can't be done. "I don't want to do it," doesn't count as a valid reason. http://forums.newdoom.com/UBB/wink.gif

As for the creation of the new sprites and textures, just give us the option, and we can take care of the rest.



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Hurdler
July 30th, 2001, 01:15 PM
Just because there are lot's of features asked for more than 1 year. But it seems we are going to work on that as Boris asked me to impletement that under OpenGL.

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Member of the DooM Legacy Team

Jon the Frad
July 30th, 2001, 01:24 PM
The implementation of the opengl-hires feature would surely be different from the software one, so why not lead the pack, so to speak?

As I say, hires textures are being made as we speak http://forums.newdoom.com/UBB/smile.gif

(apologies for saying 'speak' a lot)

Aliotroph?
July 31st, 2001, 09:59 PM
Ok, I see the point here. I just thought hi-res versions of the old Doom textures would be really hard to do and be authentic. Of course, someone probably would do it if the option was there. What do I know anyway? I'm better at programming than art.

Hi-res textures will rock!!!

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"Carnage killed Aliotroph?"
- obituary from Perfect Dark