hidfan Posted January 3, 2017 (edited) 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) (edit 2022-05-30 : link bellow has been updated) > > D3RetroTex on GoogleDrive 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) Edited May 29, 2022 by hidfan download link updated 47 Quote Share this post Link to post
Jimmy Posted January 4, 2017 These are fantastically done, I especially love the smaller varieties that fit right in, dimension-wise, with the rest of Doom's textures. I want to see these being used in many maps. :D 1 Quote Share this post Link to post
Jaws In Space Posted January 4, 2017 Thank you so much for converting these textures. They are really fantastic. 1 Quote Share this post Link to post
Koko Ricky Posted January 4, 2017 Yeah. I would like to see smaller versions of them too, that fit Doom's scale. 0 Quote Share this post Link to post
esselfortium Posted January 4, 2017 GoatLord said:Yeah. I would like to see smaller versions of them too, that fit Doom's scale. They're in there, check the upload labeled "Small". They're great! 1 Quote Share this post Link to post
hidfan Posted January 5, 2017 Started the 256 colors conversion. 25% done and uploaded 0 Quote Share this post Link to post
TheOrganGrinder Posted January 5, 2017 These are really nice, thanks for doing this. :) 1 Quote Share this post Link to post
Miller Posted January 5, 2017 Hello hidfan, a question please, are the graphics in the original (Doom3) size? This would be very helpful for me. Greetings Miller 0 Quote Share this post Link to post
Koko Ricky Posted January 5, 2017 This is going to be a great way to add variety to future mods. I've been wanting to play with some new textures. 0 Quote Share this post Link to post
Marlamir Posted January 5, 2017 bloody awesome, i look forward for some map with these textures. thanks man 0 Quote Share this post Link to post
Aaron Blain Posted January 5, 2017 Ahh this is great. I'd really love to see some "Doom 3 in Doom" projects. Those converted enemy sprites from Doom 3 models look really good paired with Back to Saturn. The only Doom 3 weapon mod I could find requires an old version of ZDoom, though. I never had the desire to play Doom 3. It looks pretty boring. But the art direction is quite good. (Despite being incredibly drab after the modern fashion, of course.) 0 Quote Share this post Link to post
hidfan Posted January 5, 2017 Miller said:are the graphics in the original (Doom3) size? Yes, big ones are original doom3 size, small ones are doom1&2 size. 0 Quote Share this post Link to post
enderandrew Posted January 5, 2017 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. http://forum.zdoom.org/viewtopic.php?f=19&t=54539&start=30#p965991 0 Quote Share this post Link to post
hidfan Posted January 5, 2017 enderandrew said: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. 0 Quote Share this post Link to post
MFG38 Posted January 6, 2017 Nice job! I suddenly feel like making something with these... 0 Quote Share this post Link to post
DooM_RO Posted January 6, 2017 I've been waiting for something like this for a LOONG time, even started a thread for it. Not sure how well they are going to work along side the classic textures though. Are you going to convert them to the Doom pallete? 0 Quote Share this post Link to post
40oz Posted January 6, 2017 ^ 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. 0 Quote Share this post Link to post
DooM_RO Posted January 6, 2017 If the textures were modified in such a way that they seamlessly fit alongside the originals then I would be forever grateful. What about Doom 2016 textures? 0 Quote Share this post Link to post
HavoX Posted January 6, 2017 A Doom 3 texture pack for Doom was way overdue, if you ask me. Well done! 0 Quote Share this post Link to post
Miller Posted January 7, 2017 Hello hidfan A little test from me ... My old version: Mine and yours: Your version: Could it be that your version has lost some color and brightness? That some shaders have been lost? It looks almost like this ... Nevertheless, very good work, Sir! Thanks! Greetings Miller 0 Quote Share this post Link to post
Arl Posted January 7, 2017 Fantastic work hidfan, a proper Doom size texture pack of Doom 3 will be extremely useful to those D3 style wads. Very impressive dedication too, since there are a lot of textures, and I assume you had to use diffuse, normal and specular maps to achieve the final image, and also all in two different sizes. 0 Quote Share this post Link to post
hidfan Posted January 7, 2017 Doom_RO : -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. 0 Quote Share this post Link to post
DooM_RO Posted January 7, 2017 Possibly stupid question but how do these textures look so crisp and high res? I mean Doom 3 is still a good-looking game but I remember many textures looking pixellated. 0 Quote Share this post Link to post
hidfan Posted January 7, 2017 This door is one of the biggest textures. But Doom 3 is only twice the definition of doom. To help compare resolutions (with some "V3 style" contrast adjustments ) 0 Quote Share this post Link to post
DooM_RO Posted January 8, 2017 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. 0 Quote Share this post Link to post
DMPhobos Posted January 8, 2017 This is just great, the textures look just fantastic and they are really high quality, we might use them for Darkmoon, since they look better than the ones we been using. Thank you so much for the conversion! 1 Quote Share this post Link to post
Reisal Posted January 9, 2017 Will there be a WAD/PK3 format for V3 for the sake of convenience? The need for TEXTURE1/2 is a nice thing for some folks but not necessary (unless demand comes from mappers) 0 Quote Share this post Link to post
dt_ Posted January 9, 2017 Pretty happy with these, thanks for that What are the chances of a couple of skies? 0 Quote Share this post Link to post
DooM_RO Posted January 9, 2017 AMAZING! Honestly shocked this hasn't been done sooner. There is so much good material in there. It just needs to be adapted! After I finally finish my map series, this is going to be compulsory in my subsequent maps. dt_ said:What are the chances of a couple of skies? I hope someone adapts these Doom 2016 skies, they could be useful assets. Doom 3 also had a couple of really good ones. http://imgur.com/a/B9u87 1 Quote Share this post Link to post
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