AI Upscaled Alternate DHTP
Full Version 3 commentsThese are HD Textures for Doom and Doom 2. Almost all textures (except for rare ones or those that were ugly upscaled like computers) were processed by...
These are HD Textures for Doom and Doom 2.
Almost all textures (except for rare ones or those that were ugly upscaled like computers) were processed by the Topaz Gigapixel AI program to improve detail. So the size became 1 GB and you will need a good enough computer and SSD for this.
Link to original project and credits: Zandronum.com
You will need GZDoom source port: Zdoom.org
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These are HD Textures for Doom and Doom 2. Almost all textures (except for rare ones or those that were ugly upscaled like computers) were processed by...
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Slaughter Until Death is a episode replacement for Doom Developed by The Innocent Crew.
The Sequel to TiC's unforgettable Doom wad: Slaughter Until Death
A palette modification for Doom,that makes it look like a game boy. If You Are Running This On GZDoom,then there is A option that changes tone maps
will you do other similar projects for doom?
But why? Why upscaling a custom (and outdated) texture pack? These textures don't look any better after upscaling, IMO. Besides, there is a better choice of the base DHTP pack called DHTP Alterations, which is more consistent and up-to-date: Allfearthesentinel.net
Also, there are some worthy updates to it posted by enthusiasts: Talk.dengine.net?
Outdated doesn't mean bad. Some textures in Alt DHTP look more proper HD
Media.moddb.com
Media.moddb.com
Also Alt DHTP already has brightmaps for GZDoom.
Do I need to install both mods? If so, in what order? There are red lines when loading.
"Specular and normal maps" is addon for the texture pack and is optional. It's not finished yet, as many normal maps and specular levels need to be reworked. The difference is seen in maps like Honte Remastered - some textures will get more depth and shine. I used ShaderMap 3 for batch generatation of normalmaps and specular maps, so they are not perfect.
I see, but what is the order of loading?
\gzdoom.exe" 0_hires_textures.pk3 2_doom1iwad_textures+bmaps.pk3 spec.pk3
For TNT and Plutonia, what other files should I use besides 0_hires_textures.pk3?
For Doom 2 it's 0_hires_textures.pk3 1_doom2iwad_textures+bmaps.pk3
There's no support for Plutonia and TNT yet (I haven't tested, I think it will work, but skyboxes will be from Doom 2 and some brightmaps will be missing) but you can try load 0_hires_textures.pk3 1_doom2iwad_textures+bmaps.pk3 as well.
For Doom 1: 0_hires_textures.pk3 2_doom1iwad_textures+bmaps.pk3
Also very important - you have to enable "Precache GL textures" option in GZDoom textures settings, otherwise there will be stuttering.
Also I don't think HD textures look good on the original levels because there's simple sector lighting and no dynamic lights, so the HD textures look kind of repetitive. Also without dynamic lights the textures look flat as specular/normalmaps is not seen.
I recommend playing with this wad: Moddb.com
Originally I've actually made this Texture pack for myself to play this wad. Then decided to share it here, so it won't be lost.
Nice but why not computers and ceiling lights?
Upscaled computers/monitors looked worse than originals.