Doom Custom Sky Textures

Doom purists, here is something special for you today. Earlier today we informed you about a Texture Pack for Morrowind that improves the game’s textures via AI adverserial networks. Well, it appears there is a similar mod for the first Doom that is already available for download.

In DooM2, RSKY1 is the name of the patch for the first sky, RSKY2 is the name for the second, and RSKY3 is the name for the third. Using Windows Explorer (or the relevant file browser of your operating system) rename your DooM sky (the Hell sky from Ultimate DooM is named SKY3) to whichever sky you want to replace in DooM2. In your wad, right click on TEXTURE1 and choose 'Edit Lump / DOOM Textures'. This will bring up the Lump Editor. Click the Add button, type a name for your new texture (it can be any DOS-compatible name), and click OK. Scroll to the end of the Textures list and select your new texture name. Winner map of the '12th Cabro's Map Tournament' of Arcades3d.com. The rules of this tournament were: Only doom classic format, but could exceed the limits of vanilla. Texture / Flat mix also permitted No new textures, can only change the SKY texture New music allowed, but only on MIDI / MUS format. Need help with Sky textures in Doom builder. I'm trying to make a map in Doom builder, but It only lets me use FSKY1, I understand it changes on different levels, for example it might be the city skybox on map 18, but I want to use different skyboxes on my FIRST map. This HD Texture Pack for Doom upscales the textures via AI Neural Networks and looks incredible December 18, 2018 John Papadopoulos 17 Comments Doom purists, here is something special for you today.

Created by Doomworld’s member ‘hidfan’, this HD Texture Pack uses AI NeuralNetworks in order to improve all of the game’s textures. According to the modder, all textures and sprites have been upscaled 8X (with tons of AI artefacts), and then downscaled to a final 2X to restore a pixel art look. Now since there were a lot of AI artefacts, a lot of the HD and improved textures have been manually cleaned and all transparency masks were manually enhanced.

The end result is a HD Texture Pack that looks as close to the original material as it can possibly be. And since we’ll never ever get an official HD Texture Pack for this classic shooter, I strongly suggest at least testing it.

The latest version of this texture pack is 0.95 and according to its release notes it adds EndBossBox, cleans mask for Mastermind’s death and front attack frames, stabilizes switches frames and cleans some textures associated with them (BROWN96, BROWNGRN, SLADWALL, ROCK01), improves GRASS1 tiling (still not perfect) and more.

Those interested can download the Doom Neural Upscale 2X mod from here.

Have fun!

https://twitter.com/andrewrstine/status/1072238889673252864

John Papadopoulos

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities.Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved - and still does - the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the 'The Evolution of PC graphics cards.' Contact: Email

From DoomWiki.org

Adding custom textures to user-created PWADs allows authors to enhance the look of their custom maps or introduce new visual styles that cannot be achieved through the use of Doom's stock textures. There are several different approaches to this depending on what type of textures are being added, and which source ports the wad is intended to be played with.

Inserting and converting[edit]

The first step to adding custom textures to a WAD is using a WAD management tool, such as SLADE, to insert the graphic into the PWAD and then convert it to a format that the engine can recognize. For vanilla Doom, wall/sky textures must be converted to Doom's picture format and floor/ceiling graphics must be converted to Doom's flat format. Both of these operations can be done within SLADE by clicking 'Convert to...' under the 'Graphic' menu.

Be aware that converting graphics that stray from Doom's color palette may result in a loss of color detail.

Source ports with true-color graphics modes may not be restricted to these formats, and may support alternatives such as PNG.

Replacing existing textures[edit]

The easiest way to include custom textures is to simply replace the original graphics by inserting patches into a PWAD that have the same lump name as those found in the game's IWAD. Such an approach does not technically add new textures; it merely replaces components of the present ones. This is usually most effective with textures that only use a single patch, as replacing a patch that is used by multiple textures will, in effect, modify all of those textures. Note that you cannot modify the dimensions of any textures using this method.

Adding new wall textures[edit]

A more thorough approach is to actually add new patches to the PNAMES lump, and use these to create new textures within the TEXTURE1 lump. Patches can be arranged to form individual textures at the discretion of the author, thus allowing a small set of patches to create a large quantity of textures. These textures can then be used along with the original textures.

Whether replacing existing textures or adding new ones, it is customary to use P_START/PP_START and P_END/PP_END marker lumps to enclose the patch graphics inside the PWAD. Although these markers are ignored by vanilla Doom and are not necessary, some older WAD management utilities make use of or may require these.

To add textures using SLADE:

  1. Import the patches into the WAD and convert them to the appropriate format.
  2. To create textures directly from the patches, and forego the process of assembling the patches into textures, click 'Add to TEXTUREx'. Otherwise click 'Add to PNAMES'. The latter will add those patches to PNAMES but not create any new textures.
  3. When prompted to create or import a texture definition list, click 'Yes'. Then select the 'Import from Base Resource Archive' option and click 'OK'. This will create a PNAMES and TEXTURE1 lump containing all of the default texture definitions. Note that when adding textures in this manner, each lump should have a name unique from the default textures to prevent duplicate patch/texture definitions.
  4. Double-click on the TEXTURE1 lump to bring up a list of all the texture definitions. If you opted to create new textures directly from the patches, those textures should be visible at the bottom. If that is the case, the textures are ready to use.
  5. To create a new texture from one or more patches, click the 'New' button in the bottom-left corner of the Texture Editor. Give the texture a name, set the width and height (note that the width must be a power of two), then begin adding patches using the panel on the right side of the screen. Add as many patches as desired and adjust their offsets. Patches further down the list are drawn over top of preceding ones. Do this for each texture you wish to create then click the 'Save' button when done.

For Doom 2 and Final Doom, an alternative to TEXTURE1 is the unused TEXTURE2 lump. All textures defined in TEXTURE2 will stack on top of TEXTURE1, so that one does not need to include all of the original textures when adding new textures. This may be useful in some situations, where the PWAD should not redefine the default textures.

ZDoom-based source ports offer the TEXTURES lump, which is a more powerful text-based alternative to TEXTUREx.

Replacing sky textures[edit]

The default skies in Doom are defined in TEXTURE1 as normal textures and can be modified easily by replacing the patches that comprise them. These patches are named RSKY1, RSKY2, RSKY3, and RSKY4 (Ultimate Doom only).

TEXTUREx

Custom sky textures are also not limited to the default width of 256; they may be extended to 512 or 1024 through editing their texture width and using appropriate patches, as demonstrated in Final Doom.

Doom Custom Sky Textures Minecraft

Textures

Adding new floor/ceiling textures[edit]

Doom Craft Texture Pack

Floor and ceiling textures, referred to as flats, are used differently by the Doom engine, and require a different, yet arguably easier approach than wall textures. All flats must be 64x64 pixels in size and converted to Doom's flat texture format. By using identical lump names as found in the IWAD, flats can be replaced in a similar manner as texture patches, however, new flats can be easily defined by assigning them their own unique lump names.

For vanilla Doom WADs, flat textures must be followed by an F_END lump marker and F_START must not be used, because of how vanilla Doom loads flat textures. Using the latter will cause Doom to exit. The use of FF_START and FF_END, however, are safe to use and ignored by Doom.

Adding animated textures[edit]

Vanilla Doom has a limited number of animation definitions, but some are unused and are available to authors for creating texture animations of their own using any number of frames. In order to use these, textures with the corresponding names must be defined in TEXTUREx. Custom animated flats also work in a similar manner.

See Full List On Doom.fandom.com

See Animated wall and Animated flat for more information.
Doom Custom Sky Textures

Boom-compatible source ports allow a bit more flexibility through the ANIMATED and SWITCHES lumps, and ZDoom-based ports feature the text-based ANIMDEFS lump, which provides yet further capabilities.

See also[edit]

Retrieved from 'https://doomwiki.org/w/index.php?title=Adding_custom_textures&oldid=196206'