Hexen II textures for Doom (and Heretic, Hexen and Strife)
Sept 1, 2024 13:31:12 GMT -5
Post by corvus262 on Sept 1, 2024 13:31:12 GMT -5
Hi, I’d like to present you with my attempt at porting the Hexen II textures for the use in doom engine games.
Doom
https://drive.google.com/file/d/1QS1F17ZB38-XvUNkO58ovTNFQu0e6DCu/view?usp=sharing
Heretic
https://drive.google.com/file/d/1xpEmOp7uEulCCfL86tyLNFpCmRQBK3RW/view?usp=sharing
Hexen
https://drive.google.com/file/d/1MsyUL-pXisKBJM-zIl0DsMDoWfhdkmD1/view?usp=sharing
Strife
https://drive.google.com/file/d/1PWc0Ts3bKobMhC0stw4AsHNEq-bw_XfF/view?usp=sharing
Hexen II (Doom format)
https://drive.google.com/file/d/1sVLRXRp3zGSJ5ZMj5FrEG5yleBmHVN6k/view?usp=sharing
The textures have been sorted and edited for the doom engine, this entails:
- Division into flat and wall textures (and duplication in many cases)
- Mirroring where required, in the original game the textures could be mirrored on the map
- Cutting up large flat textures into 64px segments
- Creating rotations for flat textures
- Scaling certain flat textures to 64px
- Duplicating certain texture parts in order to make their format more obvious
- Cutting out transparent texture parts and creating masks for fake 3D geometry
- Animating the static graphics which would originally be animated by the engine
- Creating custom liquid waterfall textures, in Doom, Heretic and Strife styles
- Moving all switches onto a single sheet texture
- Creating doom-style skies from skybox textures
- Palette conversion for Doom, Heretic, Hexen and Strife; original textures in Hexen II palette provided as well, in case you wanna convert them yourself
- Creating ANIMATED and SWITCHES entries
The following changes have been applied in V2:
- Fixed naming of certain textures
- Implemented rotations and flipped versions of many wall textures
- Implemented rotations for more flats
- Removed misplaced and excess textures
- Implemented some more textures for 3D midtexture hacks
- Colourised midtexture masks and added corresponding coloured flats
- Implemented Heretic format skies (tall)
- Implemented Hexen format skies (in layers)
- Extracted trims from various textures and implemented rotations
- Extracted shapes (intended as midtextures) from various textures
I’ve categorised these textures into groups by feel, there is no single rule for categorisation here, some are categorised by material and some by material group, further even by colour or lightness.
The naming scheme is as follows:
N T 11 22 33
N - Namespace: “X” in this case
T - Type: “W” for wall, “F” for flat
11 - Two letters for category: For example “ST” for stone
22 - Two letters for subcategory; or one for sub- and one for sub-subcategory
33 - Two-digit number: Used to put multiple textures in a category; in the case of animations used as a frame number
Future work may include:
- Figuring out a better palette conversion method (many attempts were made, this current one is just using the closest match in Oklab)
- GZDoom lumps
- Thing textures from Hexen II models (torches and such): have to figure out how to render them so that they don’t look bad
- SFX textures, TBD how exactly and which
My source for the textures is Realm667, so credit goes to Ceeb for the texture extraction, and Raven Software for creating them.
Have fun.[/div]