Like how Doom 64 was darker, creepier, slower, and more atmospheric than the classic Doom games? Then use the D64ifier to D64ify your game. Make Doom, Doom II, Final Doom, No Rest for the Living, and most other vanilla mapsets look, sound, and feel like Doom 64.

Description

Check out this nonsense! I upscaled every single texture from The D64ifier by 400%, then created specular maps and normal maps for all of them, then registered all of them in a gldefs lump with glossiness and specular values, so now everything looks immersive as f*ck!

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The D64ifier Hi Res Textures Beta 1 (including specular and normal maps)
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MyntVanilla
MyntVanilla - - 10 comments

would materials for the regular lower res textures in the core be possible?
these look stellar btw love me some shiny textures
what did you use to make these materials btw?

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Cryonaut Author
Cryonaut - - 73 comments

I actually tried that first but they ended up looking really messy. They probably could theoretically be possible, but each one would have to be done by hand because of how much each pixel makes a difference at that low of a resolution. I figured it wasn't worth the effort and prefered upscaling them to have more space to work with. I've been using MindTex 2 to generate the normal maps and specular maps, then batch adjustments in XnConvert, and then one-off adjustments in paint.net

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fonbok
fonbok - - 43 comments

The textures have a good shine, but the textures themselves are terrible.

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Cryonaut Author
Cryonaut - - 73 comments

lol... yeah I got a lot of good ideas... problem is I don't always got the best methods for implementing them. :)
But it is only beta version 1, so there is plenty of opportunity for improvement. This first batch is all just created by upscaling the original textures, and not even any sort of fancy form of upscaling like AI-based up-scaling either. Just a lot of re-sizing, smoothing, sharpening, and re-sizing again.

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l.strain
l.strain - - 132 comments

I don't get why you don't just x2 the textures instead of 400%??????

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McTed
McTed - - 13 comments

Similar to Cryo when I tried making normalmaps/pbr etc, it either doesn't do much or looks ugly at low res.

There is a classic pbr for regular textures that I haven't looked into though.

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Cryonaut Author
Cryonaut - - 73 comments

You realize 400% is the same thing as 4x right? So yes, I could have just doubled the size, but I chose to quadruple it instead to have more room to allow for better texturing. This first beta may just be a bunch of poorly-upscaled textures, but as time goes on I'll be manually improving a lot of the textures and completely re-creating others which will make them look MUCH better than just the upscaled versions currently available.

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Guest
Guest - - 689,369 comments

Would it be possible to get the environment textures and lighting without the HUD so we can use our own?

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Cryonaut Author
Cryonaut - - 73 comments

Haven't tested this theory, but I would suspect that as long as you load your HUD last, it should overwrite the D64 one so you get yours instead. At least... that's my theory.

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Hereticnic
Hereticnic - - 229 comments

I feel like you guys are trying to accomplish things with 500 MB of High-Res texture files for things that could be accomplish purely in CPU code in real time, something like this:

My footage of Relighting mod:

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Cryonaut Author
Cryonaut - - 73 comments

Relighting Skyrim is a genius mod and I use ReShade as well, but neither can create the proper reflective effect that specular maps can do, neither can create the proper shadows and highlights that normal maps can do, and neither can create the depth and shape that displacement maps can do.

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Cryonaut Author
Cryonaut - - 73 comments

LOL I just realized I said "Relighting Skyrim". Woooo boy.

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Miraak1120
Miraak1120 - - 3 comments

I suggest loading the core after the high res textures, then you get decent looking shine with decent looking textures

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