"Dark Textures Pack - LowRes" is a lower resolution version of Doomenator's DarkTexturesPack.pk3. The textures were resized to be the same size as in the vanilla Doom games. This alternate version is for those with older computers and/or those who appreciate the big pixels retro look. Works with the OpenGL renderer, substituting textures and flats from: Doom, Doom II, TNT and Plutonia. It's compatible with any source port that's able to use the JDoom folder structure.
Dark Textures Pack - LowRes
Version 0.2
Description
Dark Textures Pack - LowRes is a lower resolution version of Doomenator's DarkTexturesPack.pk3. The textures were resized to be the same size as in the vanilla Doom games.
This alternate version is for:
- Those with older computers.
- Those who appreciate the big pixels retro look.
Compatibility
- Compatible with any source port that's able to use the JDoom folder structure along with the OpenGL renderer.
- Substitutes textures and flats from:
- Doom
- Doom II
- TNT
- Plutonia
Usage
- De-compress the zip file to obtain darktexturespack_lowres.pk7
- Load it after your IWAD but before your other gameplay mods.
Credits
- Original HD texture pack by Doomenator.
- Realm667, Ozymandias81, Metal Mammoth & Ritual Entertainment for HMTX653.png used to replace SP_FACE1.jpg
- And L30W for the low resolution conversion and some minor tweaks.
Screenshots
much appreciated. I'm running doom on a toshiba potato and can't handle hi-res textures
I'm glad you appreciate it, my pleasure.
Looking good!
Btw, which mod are you playing in those screenshots?
Thanks!
That mod is called Dakka
Git.jinotra.in
Is this for Software Renderer?
Sadly no, this texture pack work only with the opengl renderer.
Do some texture packs work with Software Renderer ?
You need to look for old-style theme/textures WADs. With images in palette Doom graphics listed in PNAMES and TEXTURE1 files between marker lumps, etc. Instead of those like this one that uses JPGs and PNGs. You probably can find some in both Doomworld.com idgames/themes and Doomworld.com idgames/graphics.
Very nifty, my old labtop can probably handle this. Thanks a lot I'll give it a try :-)
You're welcome. Hope it will work fine for you.
Played for a little bit, some looks great, and some sticks out.
Small switches blown up to huge sizes and weird replacements.
FLAT22 replaces a window showing tech behind it with a UAC logo that doesn't work in long hallways. Since the original texture had no orientation for mappers to worry about, the new logo faces odd directions too.
There's also examples of partial material changes instead of rough equivalents or a complete change.
Such as MFLR8_3, bright natural rocks to wooden boards, and some rock walls I couldn't identify, replaced to tech.
This hurts compatibility, but for the most part, I'd keep playing with it.
Thanks!
Thanks for the testing and reporting. Since this started as just a resized version, those issues are inherited from the original mod by Doomenator, this mod only changes the texture size of his' mod(plus the little fixes I'd been doing over it when I find errors like the ones you mention). I have found also much of the texture variety is replaced by the same image repeated several times, or originally seamless textures substituted by non-seamless images that look bad when scrolling, or that transparent vines texture substituted with a non-alpha computer wall, etc. I'd been fixing what I find while playing with it, but since I mostly play Oblige/Obaddon doom2 levels nowadays I don't get exposed that much at how the textures look on more conventional wads. To find all the single errors playtesting with the full gamut of id iwads is needed. These kinds of full-fledged all texture substitutions requires too much effort and playtest time, and some unorthodox wads will break it anyway, so I kind of understand Doomenator had to made some compromises and probably never encounter certain errors. But frankly, working with other's stuff and fixing their errors is not that much pleasant, probably just scratching an itch, makes me want to do my own and focus at only what iwad I use the most, not the whole of them. I'll check on the particular textures you mention anyway. Thanks.
Would be a lot of work to polish up the corners of this pack, for the minor issues. As the pack is now, nothing was a show-stopper for me.
I might make a personal attempt at tweaking this for myself, borrowing from UAC ULTRA's resource wad, if anything fits to my taste.
Another Doom II retexture pack you might enjoy, is Fearrific 5.28's "F5_Textures pk3"
The pack is under 10mb and works with other mods seperately.
Can be found here on moddb in the main Fearrific download, which is bloated (300mb!)
Looks good for most wads I played, did spit out some harmless decorate errors, but your mileage may vary.
PS. Might only work in GZDoom because of the folder/file structure, in case that is a problem
Thanks for all those head-ups and hints, I'll be looking at those texture packs.
Can you try and do a doom 3 texture pack. One that replaces the vannila ones with doom 3 wall textures in low resolution.
I like some of the doom 3 wall textures.
Yes, I love those too. I'd been looking through some texture resource options, and so far the best option for this kind of mod are the Doom 3 textures resources, seconded by some quake 3 stuff, probably anachronox, and Undying for the dungeon/medieval demonic theme, the Heretic and Hexen stuff I'd found aren't truecolor 32bpp tho. So today I started working on it, It will take some time since I don't want to rush it and playtest it enough to iron the wrinkles. It will be low res too and as theme compatible as possible to vanilla Doom 1 & II.
Tried with vanilla doom and looks nice, much appreciated. Can't seem to get it running with BD V21 in GZDoom though...keeps loading BD V21 map designs instead, any suggestions?
It's either your load order or BD V21 overrides things. I've seen Brutal Doom using custom textures that overrides the vanilla stuff and other mods that use the vanilla structure. I can't support BD with a patch, but only the official wads mentioned above in the description since BD does too much of it's own thing and most of it isn't documented and changes on a whim with versions.
amazing work here really appreciated,
cheers from denmark
can't run it, i play with Project Brutality 2 and i see normal doom textures and now i play with opengl
load order:
darktexturespack_lowres.pk7
Project Brutality 2.03.pk3
HXRTCHUD-PROJECTBRUTALITY_V7.0.PK7
IDKFAv2.wad
probably because Project Brutality, which derived from Brutal Doom, already replaced some texture (like the writhing ones)
This + Dark Doom + ambient music = PROFIT
I love it! What map pack are you using in screenshots anyway? Looks good with the texture pack.
This mod actually changes the textures to totally different walls, and ceilings. Atleast on my end it does. I've ran it with other mods, and by itself, and it does the same thing every time. I am on GZDOOM version 4-2-4.
Possible to get a High resolution pack?
Are you actually stupid?
Don't bother. They don't work anymore either...
Textures aren't working any longer with 4.4.2 GZDoom version.
muy bueno, pero no me sale el audio de armas y efectos, solo musica lanzando con gzdoom y zandronum
Please, fix the mod. Or tell me how to fix it.
I've tested with GZDoom 4.1.3 and don't they work.
does not work! used to work for a long time ... maybe this is due to an update GZDOOM //Author please check the addon and update
NEEDED FIX AND UPDATE!
i can't try it because its not working on the newest GZDOOM version, can you fix it?
Its pretty easy to fix for newer gz all you have to do is name a folder hires and move the files into it from the jfolder stuff like so Cdn.discordapp.com
It actually works!! Thanks!