High Definition Doom upscale pack for all commercial versions of Doom (including Sigil I & II) utilizing 90% of the original graphical assets.
ANIDOOM HD UPSCALE PACK
The cleanest version of Doom you can play.
The goal: upscale nearly all assets of the Doom games to HD without unfairly compromising the original artwork (and using as much original artwork as possible) so that Doom still looks and feels like Doom. Other HD texture packs don't maintain the game's original color palette and ultimately stray too far from the visuals of the original game.
Id's new widescreen assets were implemented. So pack is compatible up to 21:9 aspect ratio. Pack is tested and compatible with GZDoom 4.8.2+. Compatible game wads include Doom (including Ultimate), Doom II, Final Doom, Sigil and Sigil II. Post-processing for images included Clippingmagic.com and NXPowerLite Desktop. This was a time consuming process for thousands of Doom images.
RULES FOR UPSCALING:
For consistency, rules were followed to keep the original Doom aesthetic in tact as much as possible. The following set of rules were followed with limited exceptions:
1. If the object cannot be sufficiently upscaled to HD then the object is set aside to be redrawn or substituted with original high resolution art (if available).
2. Decorations, weapons, powerups and other in-game pickup items are far too small to be upscaled and must be redrawn or replaced. These items were replaced by hand-drawn versions by Marcelus. In some cases I was able to generate my own items using A.I. and hand drawing techniques.
3. The faces of several monsters are comprised of only about 12x12 pixels. Consequently, while the bodies upscale fairly well, the faces will not upscale and must be redrawn. This is also the case with some weapons and hands. Other monsters upscale very well (Cacodemon, Cyberdemon, etc.)
4. When replacing and redrawing faces on the monsters the original faces must be removed, uploaded and regenerated with A.I. The faces are then compared with the originals for proper location of eyes/mouth.
5. If a texture or object contains photorealistic artwork (gargoyles, etc.) locate the original artwork and replace within the texture or object.
INSTALLATION:
To install, unzip and place the anidoom_3.6.pk3 file into your gzdoom folder and either (1) drag and drop onto your gzdoom.exe file or (2) create a shortcut to gzdoom and add the "-file" parameters to the target line. Example: "C:\GZDOOM\gzdoom.exe -file anidoom_3.6.pk3"
For Sigil, you need to add the "anidoom_sigil.pk3" parameters following "anidoom_3.6.pk3." Example: "C:\GZDOOM\gzdoom.exe -file anidoom_3.6.pk3 anidoom_sigil.pk3" If you don't have Sigil then the anidoom_sigil.pk3 file can be ignored.
CHANGELOG:
Version 3.6 update (4/28/24): A few more fixes for the Gun Soldier/Zombie Man (ongoing process of perfection).
Version 3.5 update (4/21/24): A few small fixes for the Gun Soldier.
Version 3.4 update (3/29/24): After painful frame by frame revisions the Gun Soldier now has an HD assault rifle. Will be working to give Heavy Weapons Dude the same treatment.
Version 3.3 update (2/4/24): The Shotgun Soldier now has an HD shotgun! Will be working on the weapons for the other monsters.
Version 3.2 update (1/14/24): Further improvements to the Heavy Weapons Dude and the Shotgun Soldier.
Version 3.1 update (12/24/23): Improvements to the Imp as well as the RROCK03 flat.
Version 3.0 update (12/10/23): Soldiers, Imp, Heavy Weapons Dude and the Revenant reclipped for cleaner frames. Improvements to Heavy Weapons Dude as well as a few other textures. Added upscale pack for Sigil II. Very happy with this release.
Version 2.9 update (11/19/23): Minor improvements to the Revenant. Fixed Grass1 and Grass2 flats.
Version 2.8 update (11/9/23): The Vanilla Weapons pack by Marcelus has now been added. New HD card keys that more closely resemble the originals also added. I've achieved most of what I intended with this pack but will continue to keep as an ongoing project.
Version 2.7 update (10/21/23): Improved Chaingunner added. This version more closely replicates the original.
Version 2.6 update (10/8/23): Chaingunner facial features now updated in HD.
Version 2.5 update (9/30/23): Revenant facial features now updated in HD.
Version 2.4 update (9/1/23): Further refinements to Zombie Guy/Shotgun Soldier. New HD facial features for the Imp. Minor improvements to Pinky. At least three other monsters are slated for improvements but it will take some time to get to them.
Version 2.3 update (8/13/23): Of all the Doom monsters, the Zombie Guy/Shotgun Soldier are likely the most apparently flawed by low resolution 90's technology. Using a clever combination of A.I. and hand drawing techniques the soldiers now have facial features. This was a long process that strived to carefully position the eyes/mouth etc. using the original frames. For now the rest of the original soldier body remains unchanged.
Version 2.2 update (5/27/23): The Ultimate Doom TITLEPIC has received a facelift which improves its comparison with the original. Both Doom and Doom II now have improved CREDIT screens. Now for the first time the HELP screens for Doom and Doom II have been carefully redone in HD.
Version 2.1 update (4/14/23): The expansion pack menu text in Doom II (Master Levels and No Rest for the Living) is now in HD. The Master Levels map names on the intermission screen are now in HD. The in game notification menu is now in a more accurate Doom font. Sigil TITLEPICS and INTERPICS have also been improved.
Version 2.0 update (3/30/23): The skulls used in the marble textures and at the carded doors have been updated to appear much more like the skulls from the original game. The see through iron bar textures needed some tweaks. Also the Plutonia TITLEPIC has now been improved. Last, I fixed the bases for the torch textures that had been jumping around instead of remaining stationary.
Version 1.9 update (3/12/23): Some much needed improvements to a few TNT: Evilution textures including one of the skyboxes.
Version 1.8 update (2/28/23): Minor adjustments to TITLEPICs. More miscellaneous texture improvements. Added HD skull/key combo in HUD which appears when using the IDKFA cheat.
Version 1.7 update (2/9/23): Miscellaneous texture and title screen improvements.
Version 1.6 update (12/23/22): All upscaled assets reprocessed again using Topaz Gigapixel AI for sharper lines and better color. Hand-drawn improvements to Doomguy images in HUD. This will likely be the last update for awhile. Hand-drawn corrections to monster faces are on the agenda.
Version 1.5 update (12/12/22): Miscellaneous texture and title screen improvements to better reflect the original game.
Version 1.4 update (12/3/22): Originally, I had intended to keep the in-game notification font as the original, but even the upscaled version was very difficult to read. Consequently the in-game notification font has been changed to a very clear Doom font. All of the skull switches are now replaced with a high definition skull that mimics the original nicely.
Version 1.3 update (11/26/22): Both Ultimate Doom and Doom II now updated with HD TITLEPICs and CREDIT screens. Select wall textures now redone in HD for the ones that looked messy from the upscale process. This includes the gargoyle wall textures. The gargoyles have been replaced with their actual photographic counterpart used in the 1993 original.
Version 1.2 update (11/20/22): The Doom II TITLEPIC has been changed to reflect the real DOOM II coverbox artwork instead of the lower resolution pixilated version. Also, the HD sprite decorations, guns, and items by the talented Marcelus have now also been added. These have been digitally drawn rather than upscaled. Marcelus gets full credit for this and his HD Sprite Pack can be downloaded separately here: Moddb.com. Sigil upscaling has also now been added with a separate .pk3 file.
Version 1.1 update (9/4/22): Corrected Revenant frame (SKELB1E1) which contained a clipping error.
Screenshots:
Probably the best version of Doom I've played. Brings it into the modern era. Keep up the good work!
Thanks
great job congratulations could you add the old version of the M_doom.png file I like to use it together with the TITLEPIC.png that you had already reworked more faithful to the original game
If you have the M_doom.png you want to use then you can just open the .pk3 file and swap it out with WinZip.
I know but I don't have the high resolution one with the original colors that was in version 1.1
There's some strange pixelated animation going on with the grey rock wall in Plutonia map 2 at the start.
The rock wall at the start of the Well of Souls level is supposed to animate. If the animation is abnormal I would check your video settings and/or whether you are using another mod which has a conflict.
thanks for the feedback and sorry the late reply.
Are you planning on working on this texture pack still or is this the final release?
Will continue to keep as an ongoing project. The 2.1 release though is the most complete so far.
Oh great news man and thanks for this upscale It's my favourite one not really keen on other texture mods but I like yours as it stays true to the original textures just HD remasters.
Thanks. Appreciate the positive vibes.
the best version of doom ive ever played! all the hd textures are replicating the original ones perfectly, good work in your mod!
EDIT: i have seen that the grass textures are scaled uncorrectly on plutonia, idk but this may happen on other maps from other dooms, here is the image of the problem. Imgur.com
Appreciate the input and the share. Will correct the GRASS2 flat/texture in the upcoming release.
Hello, wonderful mods.
Are you planning on converting popular mods as well, such as Final Doomer? I was thinking of doing this myself, but I'm not sure about the process.
The only downside of using this kind of pack (which I love by the way) is that whenever you add a mod/custom WAD that uses custom textures, there's a jarring disparity between original (now in HD) and the new stuff (old fashioned pixelated).
Thanks
I've thought about releasing a pixelated version of Anidoom at some point. For the nostalgic pixel lovers. But that would be the only remedy.
just wanted to thank you for your work, this has been in my autoload since i discovered it, keep up the great work!! hoping someone does this for gore effects as well some day.
Thanks. I appreciate the feedback. It’s what keeps me coming back to work on this. I’m actually a busy, full time attorney. I just love retro games, including Doom. And because my time is limited I can only tackle one frame at a time. Eventually I’d like to improve all the monsters. For now I’m focusing on the five that needed improvements the most.
Oh i dont see anything wrong with them as is but im not looking at them with a magnifying glass like I'm you are haha. How hard would it be to add reload animations for the shotgunners?
That would require extra frames so not doable. Also not conducive to the overall goal of keeping the game as original as possible.
This is exceptional work! One of the best texture projects. Is it possible though get just enemy sprites separately? Would be fun to mix them with other mods and see how would they blend.
Appreciate the positive feedback. Once I've completed the project it might be something to consider.