I'm working on an automatic retexturing program for the DooMsday
engine (JDooM for now).The goal of this utility is to make possible
automatic texture refiltering for I/PWADs. This page is the project
features definition page and progress report page.
Project News
SkyJake has added HQ2x filters on DooMsday engine.I think 3x and
maybe 4x will follow... ...So the project DTRX is paused, time for me
to redefine the goals of the project and find it a real usage.... and
time ....
Last news :Project paused...
Credits
A big thank to Skyjake (DooMsday engine author) for the help
provided about hires textures features. Another big thanks to the Maxim
Steppin for his excellents filters and his assembly language adaptation
(I don't understand C/C++)
Development news
Completed
- Finished adapting HQ3x and HQ2x for DLL use (from BGR16bits5-6-5
input to RGB24bits8-8-8 input)
- Core at 85%
- Alpha filtering support at 80% (5 samples)
- Sprites support
- Textures Patches support
To Do
- Write interface (surely in RapidQ)
- Flat support
- Optimize Texture Patches support (ASM funcs)
- Fix jumps problems with HQ4x
- Add PK3 input/output support & classic folders support
- Create NOFILTER filter
- Improve Alpha filtering
FEATURES
- High quality filters - using HQ filters from Maxim Steppin
available [here]
- Automatic Process - You select a WAD and the program extracts the
graphic data, resizes and apply the filters.
- A Customisable Core - Pluggable core allows for extra filters to
be added.
- Fast - Theses filters are optimised (requires MMX) to work fast.
- Main Program writted with Xbasic and adapted with XBlite.
- WAD,PK3 and classic folders support (input/output) (suggested by
SLIDE).
SCREENSHOTS
Classic filtering in DooMsday engine
Same with HQ3x...
Experimental Alpha with HQ4x : Sprites have good looking on dark
zones.