- Doom Hd Texture Pack
- Doom 3 High Res Textures
- Doom 2016 High Res Textures
- Doom High Res Textures
- Doom High Res Texture
Play Doom, Heretic and Hexen with the Doomsday engine
To play DOS games Doom, Doom II, Heretic or Hexen on a modern PC with Windows 10, Windows 8 and Windows 7, you can use DOSBox. But there is a better solution, to play these old 3D games with a much higher resolution (for example 1920x1080).
High-resolution textures composed of a single image can be placed between HISTART and HIEND markers if they replace an existing low-resolution texture (no matter how the latter is defined). The engine will automatically scale the hi-res image to the dimension of the original one. When Rage (Garbage Textures) came out I was so disappointed and this had a lot to do with the consoles vs the PC. We are paying a lot more for a PC so why can't we have better textures. Doom is running at 90+ FPS on my 780 TI which is very nice, but I want sharper high res textures. I think a lot of the community would like this. HD Textures (DHTP or AltDHTPv1.3+Brightmaps+Liquidpatch) 2. HD Weapons and Objects (HRRP) 3. HD Hud (Reinchard High-Res HUD) 4. HD Interface pack (Doom HD GUIs) 5. HD Monsters and player sprites (Doom Neural Upscale 2x). Whatsapp group ke niyam hindi. I love ur texture pack!!! U know how hypixel uses a theory's acended as his huge texture pack well I use urs as mine!!! Also I so the folder with all the extra creepers and things so I decided to add the creepers to the creeper file!!! Now I have 19 different scary cool creepers!!!
Latest version of Doomsday Engine
The tutorial below is for Doomsday up until version 1.15. In the meantime, the Doomsday Engine has matured considerably. The user interface of the latest version of Doomsday Engine as well as the manual online have been greatly improved. We at DOSGamers.com do not find it necessary to rewrite the manual, so go take a look at the official Doomsday Engine website!
Doomsday Engine 1.15
- Modern day graphics card
- Doomsday Engine 1.15.x (installation instructions below)
- Original .WAD file from (at least one of) the following games:
- Doom Shareware (doom1.wad)
- Doom (doom.wad)
- Ultimate Doom (doom.wad)
- Final Doom: Plutonia Experiment (plutonia.wad)
- Final Doom: TNT Evilution (tnt.wad)
- Doom II (doom2.wad)
- Heretic Shareware (heretic1.wad)
- Heretic (heretic.wad)
- Heretic: Shadow o/t Serpent Riders (heretic.wad)
- Hexen 4-Level Demo (hexen.wad)
- Hexen (hexen.wad)
- Hexen Deathkings of the Dark Citadel (hexen.wad + hexdd.wad)
- You can get the WAD file by installing the original game and copy the WAD file from the installation folder, or download one of the shareware WADs from zdoom.org.
- Want the original Ultimate Doom WADs? Download them from GOG.com!
- Looking for the original Doom II and Final Doom WADs? Download them from GOG.com!
- Need Heretic and Hexen WADs? Visit the Steam website.
Optional latest addons for Doomsday 1.15.x and newer
- Doom - 3D characters + objects (download)
- Doom - High resolution textures (download)
- Heretic - 3D characters + objects and high resolution textures (download)
- Hexen - High resolution textures (download)
- Hexen - High resolution textures + 3D characters and objects (download) - if your weapons are not visible, try changing the field of depth in the Renderer menu to 70
- Hexen - 3D characters + objects (download) - not stable with V1.9.7 to V1.9.9. Please note that as of V1.9.10 most objects are disabled. To enjoy all 3D objects from this download, use Doomsday V1.9.6.
Installation and configuration of Doomsday
To get the Doomsday engine working with your favorite game, follow these steps:
- Download Doomsday Engine.
- Install the Doomsday Engine. In this example the program is in F:GamesDoomsday.
- Put your WAD files in the correct data folder. For example:
- doom1.wad in the F:GamesDoomsdaydatajdoom folder
- heretic1.wad in the F:GamesDoomsdaydatajheretic folder
- hexen.wad in the F:GamesDoomsdaydatajhexen folder
- Please note that these are shareware WADs
- In this image the WADs from Doom shareware (DOOM1.WAD), Ultimate Doom (DOOM.WAD), Final Doom (tnt.wad and plutonia.wad) and Doom II (DOOM2.WAD) are in the jdoom folder:
- Put all optional addons in the Doomsdaysnowberryaddons folder. Some addons come as resource packs; a folder with a lot of seperate files. Just put that folder into the addons folder (like the Doom resource pack jdrp.box):
- Start Doomsday and follow the instructions of the setup wizard. You can enter the setup wizard later by clicking on Tools - Show Setup Wizard.
- When you have finished the setup wizard, click on the Shared Settings menu and click on the Settings tab. Here you can configure the settings that will be used by all games, unless you change those settings for a specific game.
- Take a look at display settings by clicking the Display button
- You can select whether you want to start the game in either windowed mode or fullscreen mode. By default, Doomsday starts in fullscreen mode
- Configure addons for your games by clicking on one of the games and then click on the addons tab. In this example we will configure addons for Doom:
- Check optional addons to use (jd*.pk3 files are for Doom). Be sure to get these here! In this example we use the 'jDoom Resource Pack', the 'Doom hi-res Texture Pack', the 'HQ DOOM SFX' and the 'User interface' addons for Doom:
- Next, click on the Settings tab again. Set the game data file if you haven't done that during the setup wizard. In this example the DOOM.wad file is used:
- Start the game by pressing the Play button at the lower right corner
Tutorial on Youtube
Still want to know how to get the Doomsday Engine working? Watch this, like and subscribe! Thanks!
Add custom WADs to Doomsday
Since Doom is released, tons of levels have been created by the community, as well as official expansion packs like Master Levels for Doom II and No Rest For The Living. You can add these WADs to Doomsday. Here's how.
Tweak in-game video settings
- When the game has started with Doomsday, enable the Doomsday taskbar by pressing Shift+Esc or by clicking Show taskbar in the options menu. Please note that the taskbar is available as of version 1.12
- Click on the Settings icon, then the Video menu item, then check the selected resolution
- Also make sure Antialias and VSync are enabled for the best experience:
- Please note that the fullscreen option in the screenshot above is disabled for the purpose of this tutorial
- As of version 1.14 there's a guided tutorial available to explore all settings and options
- To enable the tutorial, press Shift+esc to enter the taskbar, then press the Doomsday logo to enter the application menu and select Show tutorial:
- Press escape several times to exit the taskbar and start a new game!
Field of view
Doomsday allows you to change the field of view (FOV) in your game, as if you look through a huge wide angle lens. Default FOV of Doomsday is 95. As a result, you can't see your weapons anymore in Hexen. Also setting a very high FOV (like 160) in Doom results in disappearing weapons. To adjust FOV:
- Press Shift+ESC to enter the taskbar
- Click on the settings icon
- Click on Renderer
- Adjust Field of view:
Blurry graphics
Some of us don't like blurry graphics. We need those pixels to feel good about a retro game. We need clear, crisp, pixelized graphics. By default, Doomsday Engine renders the graphics with OpenGL. Which makes them look blurry. If you don't want that, this is what you do:
- Press Shift+ESC to enter the taskbar
- Click on the settings icon
- Click on Renderer
- Choose Vanilla (built in) at the appearance option
- You'll end up like this:
Please note that with the Vanilla renderer, all lighting effects and 3D models are disabled..! It's as retro as you can get! If you want to keep all the lighting effects and 3D models, you'll have to dive deep in the renderer settings.
- Set the appearance mode back to custom
- Click on the gear icon next to the appearance mode, as indicated above and choose edit
- Scroll down to Materials and click on it to open the options
- Disable all bilinear filtering options: sprites, world surfaces and user interface
- You'll end up with this:
Furthermore, you might want to change the aspect ratio of your weapon, the GUI and other things, so they look just like the original (as of version 15):
- Open the taskbar by pressing shift+esc
- Click on the gear icon
- Click on video
- Set all aspect ratios to original 1:1
Hexen - Deathkings of the Dark Citadel
If you want to play Hexen Deathkings of the Dark Citadel:
- You have Hexen running with the Doomsday engine with the instructions above
- Put HEXDD.WAD file in the jHexen folder
- Check HEXDD.WAD in the addons section at the Hexen settings
Multiplayer
As of version 1.10 of Doomsday, it is very easy to start a multiplayer game for one of the games that the Doomsday Engine supports (for example Doom II or Heretic).
Click here for a compact guide. We'll expand the guide in time, we'll keep you posted through Twitter.
TEXTURES is used to define composite textures in ZDoom. It is a text-based replacement format for the original TEXTURE1 and TEXTURE2 lumps.This lump was previously named HIRESTEX, but its name was changed to reflect its meaning. HIRESTEX lumps are still read but that name is deprecated as of now.
- 1Composite textures
- 1.2Patch
Composite textures
A composite texture, or multipatch texture, is, logically enough a texture composed of multiple patches. There are two parts in the texture's definition: the texture properties and the patches.
Texture properties
![Doom Doom](/uploads/1/1/9/8/119876322/815649424.jpg)
To define a new composite texture, use the texture keyword. Different graphics lumps can be defined in the same manner using their appropriate keyword. For most needs, 'texture' is enough, but if different types of graphics have to have the same names, you can explicitly set their namespace with a different keyword. In any way, the format is the same:
Name is the name of the new composite texture/sprite. Width and Height are integers that define the width and height of the “canvas” for the composite image. Note that this is not the scaled size — those are defined by the X/YScale parameters within the texture/sprite parameter block. (See below)
The 'optional' keyword can be used between the namespace-appropriate keyword and the texture name. If a texture is optional, there will be no warning messages if one of the patches it requires is missing, and the texture will instead not be created.
Following this line is an optional parameter block enclosed in curly-braces ({}) where different options and the patches that make up the composite image will be listed.
The following options are available:
- XScale <value>
- Defines the amount by which to scale the width of the image. This uses an inverted scale. 2 scales the texture to 1/2 size, 4 scales to 1/4 size, 0.5 scales up by double, etc. It is not necessary to include this or YScale unless you're scaling the graphic, meaning, for example, 'XScale 1.0' is simply a waste of space.
- YScale <value>
- Defines the amount by which to scale the height of the image. This uses an inverted scale. 2 scales the texture to 1/2 size, 4 scales to 1/4 size, 0.5 scales up by double, etc.
- Offset <horz>, <vert>
- Specifies the horizontal and vertical offset for a sprite image.
- WorldPanning
- Specifies that texture offsets should be applied in world units, rather than by pixels in the texture. This allows scaled textures to be offset properly when replacing lower resolution textures in an existing map.
- NoDecals
- Do not allow decals on this texture.
- NullTexture
- The image will never actually be drawn. This duplicates the behavior of AASHITTY and other special textures.
Patch
In addition to texture-level options, the Patch keyword and block is used to add new patches to the composite image. A texture requires at least one patch to work. The formatting is as follows:
Name is the name of the patch to add. X/Y-Origin define where in the “canvas” to place the patch, starting at the top-left pixel of the patch and drawing right and downward.
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Instead of 'patch', the 'graphic' or 'sprite' keyword can be used. The only practical difference is in namespace prioritizing, which is only relevant for PK3 archives since, in a WAD file, both patches and graphics are in the global namespace.
Similar to the texture construct, the Patch option can optionally have its own parameter block, also enclosed in curly-braces. These options are available within this block:
Warning: There are three important things to keep in mind:
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- FlipX
- Flips the patch right-to-left within the image.
- FlipY
- Flips the patch upside down.
- UseOffsets
- The patch's built-in offsets are subtracted from the X and Y origins, instead of being ignored as normal.
- Rotate <value>
- Rotates the patch Clockwise within the image. Value is defined in degrees. Currently only multiples of 90 are valid (0/90/180/270). (Note: the origins of the patch do not change when rotated e.g. the patch is rotated in place around the center)
- Translation <string>
- Applies a translation to this patch before inserting it in the composite image. <string> can be either one of the built in translations or a custom translation string consisting of the colors to remap from and to. See below.
- Blend <string color>[,<float alpha>]
- Blend <int r>,<int g>,<int b>[,<float alpha>]
- This statement has two different effects depending on how it is used:
Specifying a color string and omitting the alpha parameter creates a custom colormap to translate the image to. This has the same effect as using Sector_SetColor, but applies the coloring directly to this patch.
If an alpha is supplied with the color, this blends a solid color into the patch, akin to screen tinting.
When using the second syntax, color values must be in the range from 0 to 255.
- Alpha <value>
- Specifies the patch's translucency (0.0–1.0) when adding it to the image. Default is 1.0 (fully opaque). Use the Style property to control how the translucency is applied.
- Style <type>
- Defines the render style for a translucent patch. See below.
There may be as many Patch statements and blocks present as needed to create the final composite image.
Translations
The colors of each patch can be translated independently as they are applied to the composite image.
To use one of the built in translation types, following the Translation property with one of:
- Desaturate, <amount>
- Blue
- Gold
- Green
- Ice
- Inverse
- Red
When using Desaturate, an additional integer between 1 and 31 is used to determine how much to desaturate the texture. 1 leaves the patch nearly unchanged, while 31 fully desaturates the patch into shades of grey.
In addition to these translation types, a custom translation can be defined using the same syntax as the DECORATETranslation property.
Translucency
Patches can be applied to the composite image using translucency. To do this, use the Alpha property to control how opaque the patch will be, and the Style property to control the type of translucency. Available values for Style are:
- Add
- Causes the patch to be drawn with additive translucency, resulting in brightening effect.
- Copy
- Renders the patch as normal and solid. This is the default if no Style is specified.
- CopyAlpha
- This is the same as Copy, but does additional processing to respect a PNG's alpha channel.
- CopyNewAlpha
- This works just like Copy except it multiplies each pixel's alpha channel by the specified Alpha property.
- Modulate
- This has an extreme darkening effect, similar to Photoshop's 'burn' style.
- Overlay
- This is the same as CopyAlpha, except it only copies the patch's alpha channel where it has a higher alpha than what's underneath.
- ReverseSubtract
- Same as subtract, but re-inverts the patch so it appears normal when being applied.
- Subtract
- Subtracts the patch from patches below, resulting in a darkening effect. This implies inverting.
- Translucent
- Applies regular translucency to the patch.
Examples
This creates a composite ladder texture by applying several copies of the same patch and rotating them 90 degrees. Bear in mind, in this example, that the X- and YScale properties are not necessary. They don't need to be defined unless you're up- or down-scaling an image.
This example shows the CopyAlpha translucency effect being used in a 512x512 texture that's scaled to fit as if it were 128x128:
Multiple TEXTURES lumps
While the #include feature is not available for the TEXTURES lump, you can have multiple TEXTURES lumps in your PK3. Simply give them different extensions besides .txt, or whatever your typical text extension is. For example, TEXTURES.tech, TEXTURES.wood, TEXTURES.hell, and so on. Organizing and categorizing your definitions like so makes it much easier to locate and modify entries.
Editor support
- Doom Builder 2 reads TEXTURES definitions and displays them in visual mode. Currently however, things such as flips, rotations, translations, blends, and images using long path names are not reflected.
- SLADE 3 also reads them and offers a visual texture editor.
Hi-res textures (Deprecated, but good for fast texture replacements)
Warning: Please consider using the more robust composite texture definition feature instead. These old HIRESTEX commands are considered deprecated and won't get updated anymore in the future. |
Doom Hd Texture Pack
Doom 3 High Res Textures
To replace an original texture, sprite or graphic use:
Doom 2016 High Res Textures
And to define a new Hi-Res texture use:
Doom High Res Textures
Using the HIRESTEX method is not needed for hires replacements. Simply putting graphics between HI_START/HI_END (WAD) or in a /Hires/ folder (PK3) will automatically scale them to the size of the graphics with the same name that they replace, and no text lump is required.
Doom High Res Texture
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