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High-Res Addon: StarWars TC for DoomII using gzDoom Engine

 
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Just_Jim
Dianoga

Joined: 09 Nov 2010

PostPosted: Nov 13, 2010 03:48    Post subject: High-Res Addon: StarWars TC for DoomII using gzDoom Engine View user's profile Send private message Reply with quote

DarkHour and DarkPack are StarWars Total Conversion Wads for DooomII. I have just played through the first map of this TC high-res-ing the textures as I went.

http://www-personal.umich.edu/~jimw/ClassicFPS/StarWars/DarkHour_DP.pk3 DarkHour_DP.pk3 contains both Wads and the Textures. I will update this .pk3 pack when I finish playing through the next map. Further updates will follow each map I play through until all the Textures are done.

Use the gzDoom engine http://svn.drdteam.org/gzdoom/

Requires the commercial DoomII Wad or FreeDoom Complete Wad http://www.nongnu.org/freedoom/download.html

Screenshots:











It is my hope that when DarkXL supports Hi-Res graphics I will have Hi-Res-ed the contents of TEXTURES.GOB and SPRITES.GOB. (May-be even .md2 replacements for sprites).

Shameless Request: I am looking for .md2 models for "Dark Forces" or a way to convert .3do to .md2 - any suggestions?

Geoffrey S
Gamorrean

Joined: 29 Jan 2005

PostPosted: Nov 13, 2010 22:11    Post subject: View user's profile Send private message Reply with quote

Nice work! Gives a good idea of how DarkXL could improve the Dark Forces look once it's fully up and running.

BD Hopkins
Ree-Yees

Joined: 10 Apr 2009

PostPosted: Nov 23, 2010 02:18    Post subject: View user's profile Send private message Reply with quote

Hi Jim,

Did you recreate every Dark Forces level in Doom II?

DarkXL needs hi res textures and models/sprites to compliment it, absolutely!

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Nov 23, 2010 03:29    Post subject: View user's profile Send private message Send e-mail Reply with quote

BD Hopkins wrote:
Hi Jim,

Did you recreate every Dark Forces level in Doom II?

DarkXL needs hi res textures and models/sprites to compliment it, absolutely!

High resolution texture and model support is planned. This will probably start coming online when I continue work on the editor.

_________________
DarkXL....http://darkxl.wordpress.com

BD Hopkins
Ree-Yees

Joined: 10 Apr 2009

PostPosted: Nov 23, 2010 04:04    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
High resolution texture and model support is planned. This will probably start coming online when I continue work on the editor.

Nice! I would not have expected this!

I might as well suggest this now: the most accessible feature for the end user to visually improve enemies/objects would simply allow us to use higher resolution sprites. Rock on.

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Nov 23, 2010 04:32    Post subject: View user's profile Send private message Send e-mail Reply with quote

Woo that's my scout trooper!

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