A textures and materials pack for Doom + Doom II in .DDS format with generated mipmaps which relieves the burden on GZDoom / UZDoom from having to generate the mipmaps, vastly improving performance despite the higher quality textures being used.
https://www.moddb.com/mods/dds-texturespbr-plus
Comparison Trailer by Shickley aka CACODEMON: https://youtu.be/STJPOUyMFAA
Salutations! RENEGADE ANDROiD, here.
I've blended multiple texture packs together for a dark, crisp feel while also enhancing visual FX. This texture pack has primarily been converted into DDS format (minus transparencies), preserving impressive visuals while keeping performance in mind.
Thanks to Decibal/Doc for the inspiration and the excellent OTEX texture pack he put together! Thanks to Generic_Name_Guy for teaching me about DDS format. Thanks to DarkShadow for extensive testing and suggestions! Thanks to Derpxeon/Project Mask for great texture suggestions and big thanks to the community and their effort for all the source materials gathered here!
WHAT'S INCLUDED IN THIS PACK:
- Deep Water
- Morelights
- FancyWorld
- Nash's Liquid Splashes
- HS's Enchanted Vanilla Projectiles
- Scripted Ambience
- Nashgore/Cheelo Gore Voxels Official
- Teleport FX
- Lamp FX
- Nashgore Shiny Materials (EXTRAS only)
- RealGore v3.0 (EXTRAS only)
- Better Wall Blood Compressed (EXTRAS only)
- ExtraBloodGorev4.0 (EXTRAS only)
- New_blood (EXTRAS only)
- UDV Fog (EXTRAS only)
- Rain Remixed (EXTRAS only)
DHTP+PBR & TEXTURE PACKS USED:
- DHTP+PBR Optimised
- DHTP_Normal
- Aliens Trilogy Textures
- DarkTexture HQ Pack
- DK's Texture Pack
- Doc's OTEX
- D64ifier Alt
- HD Endmaps
- HOOVER
- Kurikai
- LRHQ
- MMDCXIV-Cyberpunk_City mapwad
- Ultra Pack
- several assets from OTEX texture source with new animations AND Brightmaps
This section is for the curious and for contributors. It explains what the pack is doing under the hood. For an agent/developer-oriented map of the repo, see AGENTS.md.
A visual enhancement resource pack (PK3) for GZDoom / UZDoom. It loads after an IWAD (Doom or Doom II) and replaces/augments how the game looks and feels, without changing gameplay, weapons, balance, or maps. The repo root is the PK3 root: each filename becomes a lump (e.g. zscript.txt → ZSCRIPT, mapinfo.txt → MAPINFO).
- Engine: GZDoom 4.8.2+ (declared in
zscript.txt); also runs on UZDoom. - IWADs: Doom and Doom II are the focus. The
filter/doom.id.doom1/andfilter/doom.id.doom2/folders hold per-game overrides that the engine only loads when the matching IWAD is in use. Heretic/Hexen/Strife have stub definitions only.
Textures are shipped in .DDS format with pre-generated mipmaps. Normally GZDoom must generate mipmaps at load/runtime for high-resolution textures, which costs memory and time. By baking them in advance, the pack delivers high-quality, high-resolution art while reducing the per-frame and load-time burden on the engine.
Note for anyone browsing the git repo: most of the bulk
.ddsart referenced by the definition files is not committed to git (the repo is mostly scripts and definitions). A full release ships the much larger texture payload alongside it.
| Feature | How it works |
|---|---|
| PBR materials | GLDEFS defines material blocks binding textures to normal / metallic / roughness / displacement maps under materials/. Some surfaces use GLSL shaders in shaders/ (parallax2.fp, displacement.fp). |
| Brightmaps & glow | .bm lumps in BMaps/ (included from doomdefs.txt) make specific texture pixels self-illuminate (screens, lamps, lava). |
| Texture-driven dynamic lights | At map load, a ZScript handler reads LTEXDEFS.txt and places dynamic point/spot lights on surfaces using particular textures — no map editing required. |
| Ambient environmental FX | Invisible "probe" actors scan each map and spawn context-appropriate effects: waterfalls, drips, steam, fire flicker, tech hum, and liquid surface motion based on the floor/ceiling/wall textures present. |
| Liquid splashes | Nash-style splash actors react to things entering nukage, water, slime, and lava (wired through terrain.txt). |
| Enhanced projectiles | "Enchanted Vanilla Projectiles" add smoke trails, sparks, and better visuals to rockets, plasma, the BFG, and imp fireballs via DECORATE replacements. |
| Voxel gore (Nashgore/RA_Vox) | Voxel models replace flat blood/gibs; a small ZScript layer fixes blood billboarding and makes dying monsters face the player. |
| Teleporter FX | A handler scans for teleporter sectors and spawns colored particle fountains over them (colors are configurable via CVars/menu). |
| Death screen wipe | A postprocess shader (DPWipe) animates a screen effect when the player dies. |
| Scripted ambience | ACS modules drive ambient sound/fog (sources in Source/ / SRC/, loaded via LOADACS). |
| Texture animation | ANIMDEFS defines OTEX-style animated texture sequences. |
Several heavier gore/weather subsystems (RealGore v3.0, extra blood, UDV Fog, Rain Remixed, shiny gore materials) are marked EXTRAS only. In this repo some are present but intentionally not enabled by default (for example, the gore ZScript under zscript/Gore/ is not included in zscript.txt; NO-EXTRAS uses zscript/RA_Vox/ for voxel helpers). They are surfaced through the in-game ".DDS Texture Pack EXTRAS" options menu / separate optional loads.
Load it like any GZDoom PK3 — drag the .pk3 onto the engine executable, or add it to autoload after your IWAD. Example (UZDoom + Doom II):
& "uzdoom.exe" -iwad "DOOM2.WAD" -file "DDS_TexturesPBR_PLUS.pk3"User-facing options live in the ".DDS Texture Pack EXTRAS" menu (MENUDEF.txt), backed by CVars in CVARINFO.txt — including teleporter particle colors and gore amount/auto-clear settings.


