DOOM + DOOM II

DOOM + DOOM II

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I have began making a UltraHD (2K) Texture pack for Doom Source ports.
PINNED EDIT: I have added a tech demo for what I have completed to ModDB. there are 4 files. One is the whole tech demo in a 1.8Gb z7 file and the other 3 are the tech demo split into rar files (2 are 700Mb and 1 is around 500Mb) You can download from my ModDB page HERE:

http://www.moddb.com/mods/hoover1979-ultrahd-doom-texture-pack



I began making textures for Doom a week ago. This is my first attempt at making Doom Textures.

These textures are at a huge resolution (2K Textures), but when finished I will batch resize them into a "Lite Pack" of 1K Textures via XnView for those with either 32Bit systems, or less than 4Gb of System RAM.

I have been using Photoshop and Indesign, with the aid of FIlter Forge 4 and then Using Paint Shop Pro to save the .PNG files so that the Risen3D port can accept them.

I could not have even began this mammoth project without filter forge. This program allows me to make textured surfaces to custom parameters from scratch, which have been integral to the production of all the affirmentioned textures and all future ones to come.

I have also been using custom searches in Google Images for certain Images to assist in decor, with "free to use, share and modify" in the licencing options to avoid copyright infringement. I will explain this in the readme file that will be incuded in the completed texture pack.

So far I did that for creating the lion head motif from a Lion statue, and a photo of a stone disc with some serious photoshopping to make the motif out of it, and I also made a blood stain pattern from an ink splat image with a multy-layered approach with different sizes, rotations and transparencies. I also found some good bullet hole images that also wer free to use, share and modify.

I plan on releasing the first pack for the Risen3D port.

Then I plan on making a full set of Bright Map Textures for the second release, for the GZDoom Port. The Bright Maps will allow textures that have lights to show those lights even in dark rooms, adding more realism. (Risen3D does not support Bright Map Textures, which is a shame as it would be a great addition)

I would be keen of feedback of the textures. This is the first time I have made textures so I am very, very new at this. also feedback would help me direct future textures.

This project will take me a long time. I work part time as a Graphic Designert, so I don't have as much spare time as I would have wished to. also my chronic back pain means I have to take many breaks, which slows my progress considerably.

Link to my Deviant Art Page is below. (THIS IS NOT A PHISHING LINK!)

https://hoover1979.deviantart.com/gallery/59360732/UltraHD-Doom-Texture-work

UPDATE (13-Oct-2016): The Texture pack is coming along nicely and I have made many textures for the pack, including redoing some of my earlier textures, as I am teaching myself as I go and have developed further skills and applied them to the earliest textures.

I am hoping to get the pack finished in early to mid 2017, but I can't give an exact date as I keep getting set back with chronic back pain, and bursitis in my left shoulder.

UPDATE (30-06-2017): This pack has been more epic than I thought it would be. I was hoping for it to be finished by now, but because of health issues slowing me down at every turn I think I am about 1 third of the way through. I am guessing another 1-2 years for completion, unless I can get the cash together for more hardware, and a better chair, which would allow me to do more work without destroying my bad back. Half the work was done on heavy painkillers, so being able to do that kind of work on those medications is amazing, in itself. Hopefully in 2018 I can get it released. After releasing the pack, I will work on a brightmaps pack, and then a shinemaps pack. I want to learn 3D modelling and replace the bodgy Doomsday/risen3D models with better ones, and render them out to UltraHD Sprites for GZDoom.

I will keep the Doom Community posted of my progress. :D: :ss13ok:
Last edited by Lone Wolfe (Hoover1979); Nov 5, 2017 @ 7:00pm
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Showing 46-60 of 80 comments
http://steamcommunity.com/sharedfiles/filedetails/?id=895126694

The latest texture. The Elevator platform texture.
http://steamcommunity.com/sharedfiles/filedetails/?id=895760415

This is the same texture as above, but with some post-processing to add bump-mapping to some areas of the texture.
One Year Later!
I have hit the 1 year milestone, since I started on this pack.
I still have a ton to do, but in the last year I have done so much.

I have still been plodding away and have released, and uploaded another in-game text video. It is E2M2 again, but with the latest textures, latest GZdoom engine, and the ketchup blood mod for fun gibbing!

http://steamcommunity.com/sharedfiles/filedetails/?id=958038121
Last edited by Lone Wolfe (Hoover1979); Jun 28, 2017 @ 7:11am
ThunderTurtle Jun 28, 2017 @ 9:28am 

Originally posted by Lone Wolfe (Hoover1979):
One Year Later!
I have hit the 1 year milestone, since I started on this pack.
I still have a ton to do, but in the last year I have done so much.

I have still been plodding away and have released, and uploaded another in-game text video. It is E2M2 again, but with the latest textures, latest GZdoom engine, and the ketchup blood mod for fun gibbing!

http://steamcommunity.com/sharedfiles/filedetails/?id=958038121
That's great! Any idea how much is left? And is there a place to download link for the current version?
Last edited by ThunderTurtle; Jun 28, 2017 @ 9:30am
Thanks for showing interest in my work.

There isn't yet a download link. I am wanting to release a completed pack (Doom, Doom I Plutonia and Evilution, completely retextured). I am guessing I am about a third of the way there, and am still plodding away.

I have seen promising texture packs in the past die and I refuse to let this one join that list og abandoned projects, even with my health issues I still push forward and the project can only die if I die.

I plan on making a brightmap pack, after the texture pack is released, and maybe a shinemap pack too.

If my health gets too bad to continue, I will release what I did so someone else can finish it, but I want to get it finished myself and out to the world.
Last edited by Lone Wolfe (Hoover1979); Jun 28, 2017 @ 4:17pm
ThunderTurtle Jun 28, 2017 @ 5:49pm 
Originally posted by Lone Wolfe (Hoover1979):
Thanks for showing interest in my work.

There isn't yet a download link. I am wanting to release a completed pack (Doom, Doom I Plutonia and Evilution, completely retextured). I am guessing I am about a third of the way there, and am still plodding away.

I have seen promising texture packs in the past die and I refuse to let this one join that list og abandoned projects, even with my health issues I still push forward and the project can only die if I die.

I plan on making a brightmap pack, after the texture pack is released, and maybe a shinemap pack too.

If my health gets too bad to continue, I will release what I did so someone else can finish it, but I want to get it finished myself and out to the world.
Is there an ETA yet?
Not an official ETA yet, but I am guessing between 1-2 years taking my health issues into account. If my health declines to a point that I can not continue I will release what I have done at that point. I am determined to get the whole pack finished and released, an then finish and release a brightmaps pack, and maybe a shinemaps pack.
Heres a Screen Shot of E1M1 of The Ultimate Doom with my Textures in place, using the Gzdoom 3.1 engine port.

I integrated this copy into my Steam for Screen Shotting.

http://steamcommunity.com/sharedfiles/filedetails/?id=959038681

Full 2880x1620 version below

https://steamuserimages-a.akamaihd.net/ugc/847090015238820872/C05BE214CF2A8D168C6BA936265BBD446E2930F6/
Last edited by Lone Wolfe (Hoover1979); Jun 29, 2017 @ 5:22am
Darkwave Dahlia Jun 29, 2017 @ 4:56am 
I appreciate your work and all the sweat and tears you put into this texture pack but it seems in my humble oppinion that it kills the "feel" of this classic and clashes too muich with the pixelated low resolution sprites.


Originally posted by Lt. Midnight:
I appreciate your work and all the sweat and tears you put into this texture pack but it seems in my humble oppinion that it kills the "feel" of this classic and clashes too muich with the pixelated low resolution sprites.

Thank you, for your input. :D:
I always welcome criticism, when kept constructive. :ss13ok:

I am hoping to, one day work on an UltraHD Sprite Pack in the distant future. There is less of a clash on Risen3D port as the sprites are replaced with 3D models (although the models are crap IMHO)

One day I want to learn 3D Modelling, so I could do a model pack, and render out UltraHD sprites from those models for the GZDoom port as it has very limited model support that only works with hacked .DEF files

My dream is to modify enough resources to make it a remake and use the Doomsday or Risen3D ports, for Skyboxes and detailed 3D models, and redo the GUI and HUD in their entirely. I also plan on making a shinemap pack, and a brightmap pack, but Risen3D doesn't support brightmaps, so I will see if Doomsday does. That's my long term roadmap. I just hope I can keep going long enough to finish it. 2017 has been a bad year with my health.
Last edited by Lone Wolfe (Hoover1979); Jun 29, 2017 @ 3:24pm
PrideGroupIsEvil Jun 29, 2017 @ 7:13pm 
you might as well make them 8k textures if you are trying to modernize it. Or 4k, because 4k is definitetly on it's way to being the next thing in gaming i think. especially since it means content creators have more editing room with their software UI scheme.
Last edited by PrideGroupIsEvil; Jun 29, 2017 @ 7:14pm
Originally posted by Layarion:
you might as well make them 8k textures if you are trying to modernize it. Or 4k, because 4k is definitetly on it's way to being the next thing in gaming i think. especially since it means content creators have more editing room with their software UI scheme.

I wish that could be the case, but unfortunaltely 2K is the max for Doom Textures. I will explain why.

Most source ports crash if textures exceed 8192px in X or Y axis.
4k and 8x will not work on Doomsday or Risen3D, and may not work with GZdoom, if the texture size is too large the game crashes with Memory Allocation errors. Risen3D crashes when a texture is higher than 8192 pixels on either the X or Y axis (and as Risen3D is a fork of jDoom, I expect the same issue would apply to the Doomsday engine, as that is another fork of jDoom too), and as some textures are wide, 2K is the max for that engine as 8192x2048. I found out the hard way that if that textures was even 8193x2048 whichever level that uses that texture would crash the game on attempt of level load with Memory Allocation Error. I have managed to get textures with a 16384px deminsion on X or Y on GZDoom, but that was on the 64bit version. Risen3D and Doomsday (jDoom in particular) are 32bit so have many more restrictions on how much memory they use.

2K textures are higher than most modern games use.
2K is higher than most modern games. A Doom texture is 128px high, the current DHTP pack is a combination of 512px high, and1024px high with the occasionsl 256px high one still there, but all of mine will be 2048px high as the engines can support it. This really pops when the game is in 4k (3840x2160), particulary with the sky textures.

8k Textures would require insane ammounts of RAM and VRAM to cache.
A 4k texture would be 16384x4096 and as an 8K texture it would be a whopping 3268x8192 , and I even suspect the 64bit version of GZDoom 3.1 may crash on that size. Not to mention the users rig would need to be grossly overpowered, with an outright beast of a PSU, an X99 Mobo, a Kaby Lake i7 with extreme cooling, a 64bit OS (Professional, Enterprise, or Ultimate edition of Windows 7, 8, 8.1 or 10), GTX1080ti, or TitanXP (for the large ammount of VRAM) and 128Gb of DDR4 Ram to handle the massive texture size. An overly excessive requirement to play the original Doom! With the textures at 2K resolution, there is almost no blurring/blockiness, wth ones nose up against the retextured wall, and many, many more users could use the pack, without the need to sink thousands of dollars into a massive hardware upgrade.

Textures larger than 2k would take up loads of HDD/SSD Space.
Even without the allocation crash a 4k texture pack would be 16Gb or higher, an 8k texture pack would be an insane 64Gb or higher, just for the textures, and not even taking brightmaps and shinemaps into account. I am expecting the 2K pack to be 4Gb or higher, when complete, and willl get even bigger when the Brightmap and Shinemap packs are added. Going from 2k to 4k quadrouples the size, and going to 8K would quadrouple that size, yet again. A 4K texture is 4 2k textures as it doubles on both the X axis and the Y axis, making the file 4 times the size, both in pixels and Megabytes.

I don't like using lossy, compressed JPEG textures in my pack, as I don't like the massive drop of quality for saving in filesize. I use uncompressed .PNG fles and some of those files also have transparency info, which imporves quality, but further increases the filesize of those textures in particular.
Last edited by Lone Wolfe (Hoover1979); Jun 30, 2017 @ 6:49am
Crashed Jun 30, 2017 @ 4:07pm 
Originally posted by Lone Wolfe (Hoover1979):
Originally posted by Layarion:
you might as well make them 8k textures if you are trying to modernize it. Or 4k, because 4k is definitetly on it's way to being the next thing in gaming i think. especially since it means content creators have more editing room with their software UI scheme.

I wish that could be the case, but unfortunaltely 2K is the max for Doom Textures. I will explain why.

Most source ports crash if textures exceed 8192px in X or Y axis.
4k and 8x will not work on Doomsday or Risen3D, and may not work with GZdoom, if the texture size is too large the game crashes with Memory Allocation errors. Risen3D crashes when a texture is higher than 8192 pixels on either the X or Y axis (and as Risen3D is a fork of jDoom, I expect the same issue would apply to the Doomsday engine, as that is another fork of jDoom too), and as some textures are wide, 2K is the max for that engine as 8192x2048. I found out the hard way that if that textures was even 8193x2048 whichever level that uses that texture would crash the game on attempt of level load with Memory Allocation Error. I have managed to get textures with a 16384px deminsion on X or Y on GZDoom, but that was on the 64bit version. Risen3D and Doomsday (jDoom in particular) are 32bit so have many more restrictions on how much memory they use.

2K textures are higher than most modern games use.
2K is higher than most modern games. A Doom texture is 128px high, the current DHTP pack is a combination of 512px high, and1024px high with the occasionsl 256px high one still there, but all of mine will be 2048px high as the engines can support it. This really pops when the game is in 4k (3840x2160), particulary with the sky textures.

8k Textures would require insane ammounts of RAM and VRAM to cache.
A 4k texture would be 16384x4096 and as an 8K texture it would be a whopping 3268x8192 , and I even suspect the 64bit version of GZDoom 3.1 may crash on that size. Not to mention the users rig would need to be grossly overpowered, with an outright beast of a PSU, an X99 Mobo, a Kaby Lake i7 with extreme cooling, a 64bit OS (Professional, Enterprise, or Ultimate edition of Windows 7, 8, 8.1 or 10), GTX1080ti, or TitanXP (for the large ammount of VRAM) and 128Gb of DDR4 Ram to handle the massive texture size. An overly excessive requirement to play the original Doom! With the textures at 2K resolution, there is almost no blurring/blockiness, wth ones nose up against the retextured wall, and many, many more users could use the pack, without the need to sink thousands of dollars into a massive hardware upgrade.

Textures larger than 2k would take up loads of HDD/SSD Space.
Even without the allocation crash a 4k texture pack would be 16Gb or higher, an 8k texture pack would be an insane 64Gb or higher, just for the textures, and not even taking brightmaps and shinemaps into account. I am expecting the 2K pack to be 4Gb or higher, when complete, and willl get even bigger when the Brightmap and Shinemap packs are added. Going from 2k to 4k quadrouples the size, and going to 8K would quadrouple that size, yet again. A 4K texture is 4 2k textures as it doubles on both the X axis and the Y axis, making the file 4 times the size, both in pixels and Megabytes.

I don't like using lossy, compressed JPEG textures in my pack, as I don't like the massive drop of quality for saving in filesize. I use uncompressed .PNG fles and some of those files also have transparency info, which imporves quality, but further increases the filesize of those textures in particular.
I think you meant for the 8k textures 32768 width? I do not know of any OpenGL drivers that can handle more than a 16k wide texture, not even the GTX1080.
By the way, GZDoom has future plans to deprecate older OpenGL and even consider moving to Vulkan.
Originally posted by BFeely:
Originally posted by Lone Wolfe (Hoover1979):

I wish that could be the case, but unfortunaltely 2K is the max for Doom Textures. I will explain why.

Most source ports crash if textures exceed 8192px in X or Y axis.
4k and 8x will not work on Doomsday or Risen3D, and may not work with GZdoom, if the texture size is too large the game crashes with Memory Allocation errors. Risen3D crashes when a texture is higher than 8192 pixels on either the X or Y axis (and as Risen3D is a fork of jDoom, I expect the same issue would apply to the Doomsday engine, as that is another fork of jDoom too), and as some textures are wide, 2K is the max for that engine as 8192x2048. I found out the hard way that if that textures was even 8193x2048 whichever level that uses that texture would crash the game on attempt of level load with Memory Allocation Error. I have managed to get textures with a 16384px deminsion on X or Y on GZDoom, but that was on the 64bit version. Risen3D and Doomsday (jDoom in particular) are 32bit so have many more restrictions on how much memory they use.

2K textures are higher than most modern games use.
2K is higher than most modern games. A Doom texture is 128px high, the current DHTP pack is a combination of 512px high, and1024px high with the occasionsl 256px high one still there, but all of mine will be 2048px high as the engines can support it. This really pops when the game is in 4k (3840x2160), particulary with the sky textures.

8k Textures would require insane ammounts of RAM and VRAM to cache.
A 4k texture would be 16384x4096 and as an 8K texture it would be a whopping 3268x8192 , and I even suspect the 64bit version of GZDoom 3.1 may crash on that size. Not to mention the users rig would need to be grossly overpowered, with an outright beast of a PSU, an X99 Mobo, a Kaby Lake i7 with extreme cooling, a 64bit OS (Professional, Enterprise, or Ultimate edition of Windows 7, 8, 8.1 or 10), GTX1080ti, or TitanXP (for the large ammount of VRAM) and 128Gb of DDR4 Ram to handle the massive texture size. An overly excessive requirement to play the original Doom! With the textures at 2K resolution, there is almost no blurring/blockiness, wth ones nose up against the retextured wall, and many, many more users could use the pack, without the need to sink thousands of dollars into a massive hardware upgrade.

Textures larger than 2k would take up loads of HDD/SSD Space.
Even without the allocation crash a 4k texture pack would be 16Gb or higher, an 8k texture pack would be an insane 64Gb or higher, just for the textures, and not even taking brightmaps and shinemaps into account. I am expecting the 2K pack to be 4Gb or higher, when complete, and willl get even bigger when the Brightmap and Shinemap packs are added. Going from 2k to 4k quadrouples the size, and going to 8K would quadrouple that size, yet again. A 4K texture is 4 2k textures as it doubles on both the X axis and the Y axis, making the file 4 times the size, both in pixels and Megabytes.

I don't like using lossy, compressed JPEG textures in my pack, as I don't like the massive drop of quality for saving in filesize. I use uncompressed .PNG fles and some of those files also have transparency info, which imporves quality, but further increases the filesize of those textures in particular.
I think you meant for the 8k textures 32768 width? I do not know of any OpenGL drivers that can handle more than a 16k wide texture, not even the GTX1080.
By the way, GZDoom has future plans to deprecate older OpenGL and even consider moving to Vulkan.

2K, 4K & 8K, are measured by height (Y axis), not width. The thought of 16K texture makes my brain hurt! Some textures are wider not just square and tall rectangle, so a wide one that is 8k in sise is 32768 width and 8192 height, which is overkill for a texture. as 4k that texture would be 16384x4096 and as the 2k ones I am making it would be 8192x2048. wether a texture is 1K, 2K, 4K or 8K, it is measured by height, as width varies too constantly. there are only a couple of textures that wide (4:1 ratio) as most wide ones are a 2:1 ratio (4096x2048, or in insane sizes, 8192x4096 and 16384,8192).

So my post was to explain, that a 4K texture pack would be unfeasable and an 8K texture pack would be impossible.

P.S. I'd love GZdoom to go to Vulkan, as there would be more wiggle room for texture size, which would allow me to make even bigger textures for games like Heretic, Hexen and Strife, if I'm not burned out after finishing the Doom Texture pack I am working on.
Last edited by Lone Wolfe (Hoover1979); Jun 30, 2017 @ 5:10pm
JC Denton Jul 1, 2017 @ 9:04pm 
Good luck, there are actually some real pictures of some of the doom textures, like the gargoyle, from like france or some ♥♥♥♥, if you can find them it might help.
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Date Posted: Jun 28, 2016 @ 7:01am
Posts: 80