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dhtp's Introduction

DHTP

DOOM High-resolution Texture Project

Introduction

The DHTP (DOOM High-resolution Texture Project) is a community driven project that had is birth as the D2RP (Doom 2 Retexture project). That project initially had a good start, but was unfortunately misguided during the course of its development, and couldn't realistically be rescued without a lot of attention. Thus, JDTP (jdoom texture pack) came into being (Thanks to Chilvence). To repair the damage and salvage what could be salvaged. Now it has grown into the DHTP which is a continuation of the JDTP but with all high resolution texture capable ports in mind.

The main goal of the DHTP is to provide the community with a space to easily contribute their own works, as well as offering a steady stream of feedback from both site visitors and administrators. It will also be a lot more tightly controlled than its predecessor, in regards to both copyrights and quality control.

Copyright / Permissions

  • You MAY use/edit Chilvence's Textures and Flats for any use you see fit ONLY IF you give credit.
  • You MAY use/edit KuriKai's Textures and Flats for any use you see fit as ONLY IF you give credit.
  • You MAY use/edit Freelanzer's Textures and Flats for any use you see fit ONLY IF you credit him with Real name (Jacob Østergaard), email address([email protected]).
  • You MAY use/edit DaniJ's Textures and Flats for any use you see fit.
  • You MAY use/edit Reinchard's Textures and Flats for any use you see fit ONLY IF you give credit.
  • You MAY use/edit Tea Monster's Textures and Flats for any use you see fit ONLY IF you give credit.
  • You MAY use [MR_ROCKET's, Mr.Rocket's] Textures and Flats for any use you see fit ONLY IF you credit him with Real name (Ron Goode).
  • You MAY use/edit [MR_ROCKET's, Mr.Rocket's] SPACEW2 Texture ONLY IF you give credit.
  • You MAY use/edit Doomenator's Textures and Flats for any use you see fit.
  • For all other textures, you need to ask permission from the author to redistribute.

Participation

  • If you create textures for this project please release them under a free to use and edit license (like the ones already in the pack). This will allow the community to help improve the textures in the future.

  • If you are interested in participating, head over to the Forum discussion and post your textures for inclusion in the pack and discussion.

  • Also you can report bugs and see the current WIP pack/improvements on GitHub

  • For the textures to be in the pack there are a few important rules that I will outline here:

    1. Anything you submit MUST be entirely your own work or modifications of permission granted DHTP textures. You may not submit modifications of original id textures, as this constitutes copyright infringement.
    2. Only PNG images can be uploaded. This keeps the size down and the quality flawless.

Build Instructions

Requirements: Linux
git clone [email protected]:KuriKai/DHTP.git
cd DHTP
./build/tex-all.sh

Requirements: Windows10 with Git for windows installed.
1. Download the [url=]DHTP[/url], click "Clone or Download" -> "Download ZIP"
2. Download Install Git for Windows
3. During "Select Components", make sure "Associate .sh files to be run with Bash" is ticked and install
4. Unpack the DHTP-master.zip with one of the following:
4.1 Windows Built-In: Right-Click the file -> "Open With" -> Windows Explorer. Select all files and copy them (e.g. your Desktop)
4.2 WinRAR: Right-Click the file -> "Unpack here"
4.3 7-Zip: Right-Click the file -> "7-Zip" -> "Unpack Here"
5. Open the "DHTP-master" folder, then open the "build" folder
6. Run the required file (e.g. tex-deng for Doomsday)
7. After it is done go back to the "DHTP-Master" folder and open the "doomsday" (or "risen3D" or "zdoom") folder
8. Select all files and put them into an archive with one of the following:
8.1 Windows built-in: Right-Click them and select "Sent to" -> "ZIP-compressed folder". Rename the created ZIP-File, the name can be any, however, the ideal name would be DHTP and the current date and the file-prefix should be PK3 (e.g. DHTP-20190516.pk3) so you know when this file was last updated.
8.2 WinRAR: Right-Click them and select "Add to Archive". For Archive format make sure "ZIP" is selected. The name can be any, however, the ideal name would be DHTP and the current date and the file-prefix should be PK3 (e.g. DHTP-20190516.pk3) so you know when this file was last updated.
8.3 7-Zip: Right-Click them and select "7-Zip" -> "Add to archive". Select ZIP as the archive format. The name can be any, however, the ideal name would be DHTP and the current date and the file-prefix should be PK3 (e.g. DHTP-20190516.pk3) so you know when this file was last updated. 

dhtp's People

Contributors

klimax avatar krazlegan avatar kurikai avatar r6d2 avatar radavis avatar skiner111 avatar swedneck avatar

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dhtp's Issues

Final doom

Actually in Final doom all the switches are missing or bugged with other wall textures

freelanzer.com domain hacked?

Hi,

the site seems to be nonfunctional. Additionally, when I go to the freelanzer.com root, there is an obfuscated redirect in the page source which leads to:

META http-equiv="refresh" content="1;URL=hxtxtxp://win.gft-adobe.com/flashplayer/en/"

(I changed it so it's not clickable) This is extremely likely to be malware!

Are you the owner of this domain, or do you know him? Should really have a look at that.

Simplifying the ZDoom/GZDoom version of the pack again

I don't know if this was added recently to the ZDoom wiki or if the information was just clarified, but I've confirmed that filtering now works on archives, so if you wanted to, you could update the ZDoom texture pack build to make it much more simple as just a single file. The folder structure would work as follows:

filter
filter/doom/hires
filter/doom.doom2/hires
filter/doom.doom2.plutonia/hires
filter/doom.doom2.tnt/hires

Your Readme files would simply go in the 'filter' folder and the textures themselves would go inside the 'hires' folders inside their respective directories.

This would greatly simplify installation for the end users as they'd then only have to insert the path to one PK3 file into the [doom.Autoload] section of their ZDoom/GZDoom INI file.

I don't know if it was like this before and I just misunderstood it or what, but it definitely works now.

Grass

Hello I was playing a map and I came across this
screenshot_doom_20161216_125523

Where are the bricks supposedly had grass

Final Doom error

There is a problem with these textures. Everything works well until the Final Doom. When you turn on the game menu appears and then when trying to start the game an error pops up. I tried to extract texture, then the error does not appear but I lack the texture of the ceiling and not just in Finall Doom but also in every other game Doom 1, 2 Plutonia. Please help.

Zandronum 1.2, latest textures pack. I have tried other textures but also bring a similar effect.

https://imageshack.com/i/ipjRV6wgp

Problem with deng-dhtp-20140616.pk3

Doomsday gives me this error: "Uncaught exception from busy thread. See Details for complete message log contents."
Upon opening the log file, the error seems to be "CallbackThread: Uncaught exception: (Zip::readLumpDirectory) Central directory in
"(basedir)\snowberry\addons\deng-dhtp-20140616.pk3"
not found
I think I put the pk3 in the right folder... All my other addons work. Running Ultimate DOOM in Doomsday 1.14.5 under 64-bit Windows 7
And yes I posted this at 1 AM :P

Animated texture bug

The "animated textures" (the non-static textures) all seem to flip to a completely different texture for one frame. Here's what I'm talking about:
screenshot_doom_20141224_155417
screenshot_doom_20141224_155445
screenshot_doom_20141224_155450
screenshot_doom_20141224_155501
screenshot_doom_20141224_155509

Zandronum does not support the Doomsday .pk3 but does Zdoom .pk3

For some reason Zandronum has a doomsday style pk3 file as its download. This is odd as Zandronum is an extension of Skulltag which in turn comes from GZDoom and ZDoom family. In fact, if a user tries to use the Doomsday pk3, they are greeted with oddly sized textures that don't fit right.

The ZDoom pk3 on the other had works just fine, as with taking the textures from the textures and flats folders in the Doomsday package and copying them in the hires folder of the zdoom pkg. (apparently there are some differences?) All textures will then display correctly.

like so:
https://www.dropbox.com/s/kqyosvkmh6b6y8x/zdoom-dhtp-20140616v2.pk3

Teleport pad alignment Zdoom

I'm not certain what is going wrong here, but I would like to bring it to your attention.

This is a shot from Doom II, but this also affects Doom I as well. White pads have same issue.

screenshot_doom_20140629_233116

Teleports

In short, teleports are messed up, as in attached picture. screenshot_doom_20141029_123039

Checked under ZDoom 2.7.1 and with Doom WADs version 1.9. It happens to all teleports textures and only them.

[zandronum linux] zdoom-dhtp-20180514.pk3 not loading

I followed the instructions for the installation and changed the .ini file to include the .pk3 file but looks like they are not loaded on the game. Through the console I can see them being loaded :

adding /home/user/.config/zandronum/zdoom-dhtp-20180514.pk3, 762 lumps

But in the game the textures simply don't appear. I tried also with opengl with no change.
Other textures like NAHDSPv0.2.pk3 are being loaded fine... What am I missing?

Missing textures

Well in Ultimate Doom there are a missing textures, in the map e2m8 ¨Tower of Babel¨ the textures of tortured barons are missing (Not in hi res)

This one is from the Icon of Sin on the map 30 of Doom 2, there is no actual hi res version for them.
Not in the actual and past versions of the mod

My question is.. You gonna add the textures ofr this two?

GZDoom v1.8.2: DHTP v20140616 + Brutal Doom v19 (or v20 test 10062014)

Some GZDoom’s settings was modified. Doom 1, Ultimate, 2: HoE and TNT: Evilution are ok. Problem is only with The Plutonia Experiment.

[IWADSearch.Directories]
Path=PLUTONIA.WAD
# (CRC32: 48D1453C), start of MAP01
[Doom.Autoload]
Path=zdoom-dhtp-20140616.pk3
Path=brutal20test10062014c.pk3
aplutonia
bplutonia

or:

[Doom.Autoload]
Path=brutal20test10062014c.pk3
Path=zdoom-dhtp-20140616.pk3
bugplutonia

Doom TNT: Evilution - Weird stretched skies

I am having an issue with DHTP on Doom TNT, basically the Doom 1 skies that display are showing really stretched, like this:

c1cb4b758d
652db350e3

Any of you guys know how to solve this? I am using Zandronum.

Problem with zdoom-dhtp-20140616.pk3 download

This file doesn't appear to be a valid archive file. I am able to open all other pk3 files with WInzip but this one, and the reason I attempted to open the pk3 was that GZDoom always crashed when trying to start up with this pk3 added in.

texture tiling issue

Some texture "families" don't tile well together because of their colour not being the same brightness.

Clearly evident with the star* and sw1/2strtn textures

For example ...

starg1, starg2 and starg3 don't work/tile seamlessly together.
stargr1 and stargr2 don't work/tile seamlessly together.
sw1/2strtn is very noticeable against starbr2/startan2/startan3, which in themselves, don't work/tile seamlessly together.

[ZDoom] .pk3 missing textures from Doomsday version 20140616

I noticed that the ZDoom version of the dhrp has different textures (read not as good) then the Doomsday versions, some like the doors are quite noticeable. All amounting to about 13mb less. (smaller textures?) I can't for the life of me figure out why this was done. I copied all the images from the doomsday version including flats and put them in the hires folder, remade the zdoom .pk3, and all textures work just fine in Zdoom and Gzdoom

https://www.dropbox.com/s/kqyosvkmh6b6y8x/zdoom-dhtp-20140616v2.pk3

Corrupted Files: Texture Pack for GZDoom (and Zandronum)

Hello guys. :-)

I'm new to the Doom franchise (shame on me) and after all these years I'd like to play the first Doom game. I've downloaded GZDoom and the Brutal Doom mod and it works fine. I wanted to get the dhtp-20140616.pk3 Texture Pack for GZDoom from http://dhtp.freelanzer.com/, but after it has been downloaded GZDoom says that the downloaded Texture Pack is corrupted and can't be used. (I downloaded it three times.) Same goes for the Zandronum Texture Pack.

Can someone please re-upload a non-corrupted Texture Pack for me?
That would be really kind. :-)

I want to use them on GZDoom and maybe on Zandronum, too.

Regards,
That New Doom Guy

[BUG] TNT MAP02: Human BBQ - SW1GSTON looks shrunk vertically

After opening the blue door on MAP02, you get to see this, and it should look like this.

Apparently both SW1GSTON and SW2GSTON have double height on DHTP pack for TNT. Cropping them to 2048x512 solved the problem for me.

I can provide a pull request to fix this if you want.

Cheers and thanks for the hard work!

TNT texture issue - Human BBQ

I found this problem in the TNT level Human BBQ (see images)
Using latest GZDoom test Jun 04

2015-06-26_12-45-27
Using the DHTP

2015-06-26_12-49-38
Original

I think the wall switch texture label is "SW1GSTON" and the wall is "GSTONE1".

Website no longer valid

It seems that the website provided in the README.md http://dhtp.hiriwa.com/ no longer works as it provides a 401 error through Dropbox's service.

This effects some topics as well: Zandronum, DE Forum

[gzdoom] Ultimate Doom Skies in Doom 2 and Final Doom (TNT/Plutonia)

The title sums up the issue really. I'm using a brand new GZDoom SVN however I forget the exact number, and it should be noted that the issue is still present in the latest stable version, which is 1.8.02.

I unpacked the PK3 and I found there to be skies for Doom 2, and they should be in use. I don't think there any city skyline sky but I think there isn't one. TNT also displays Ultimate Doom's skies in place of its own but they're really stretched for some reason. TNT does have its space sky, and it's not used, so there's not excuse for that. Plutonia had no skies so I don't really care about that.

Doom 2 is priority and I can't wrap my head around why Ultimate Doom's skies are being shown instead of its own.

"cr64hgg" == "cr64lg" (doom2-tnt)

Those 2 textures are exactly the same and the existing one can safely be duplicated as the other. Besides, there's no entry for "cr64lg" yet!

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