AconyX Posted February 1, 2020 34 minutes ago, Doom_Dude said: @AconyX Nice! I really like these two: Thanks. Those were simple and fun to make. Gotta take advantage of mixing Doom stock textures. 1 Quote Share this post Link to post
Doom_Dude Posted February 1, 2020 (edited) 1 hour ago, AconyX said: Thanks. Those were simple and fun to make. Gotta take advantage of mixing Doom stock textures. Yes, taking advantage is good. I did a remix of the icon of sin and some green marble just now and came up with this. Had to piece the panels together and filled in the hole so Romero wouldn't jump out...... ;) And found some stone faces in a google search so I grabbed this one and ended up with this. Edited February 1, 2020 by Doom_Dude 12 Quote Share this post Link to post
Nootrac4571 Posted February 1, 2020 (edited) Some hybrid edited/new stuff textures loosely based on server racks: Edited February 1, 2020 by Nootrac4571 24 Quote Share this post Link to post
Solmyr Posted February 2, 2020 Vending Machines: Wooden Doors, and a franken Doortrak: Desk: 23 Quote Share this post Link to post
Egg Boy Posted February 3, 2020 On 11/10/2018 at 6:41 PM, Jaws In Space said: I thought it would be fun to make a switch that does a little bit more than turn a button on & off. I know this is a late reply, but would it not be possible to make the on part animated in Boom? it would give it a ton of life if you flipped the switch and the monitor started animating (I'm not asking you to animate, just wondering if this was even possible). 1 Quote Share this post Link to post
Alper002 Posted February 3, 2020 4 hours ago, Egg Boy said: (I'm not asking you to animate, just wondering if this was even possible). OTEX does this with a few of its' switches, and it's boom compatible. It's definitely possible! 0 Quote Share this post Link to post
Gez Posted February 3, 2020 You can animate both the on and the off parts. You just need both textures to also be animated, and with Boom's SWITCHES and ANIMATED lumps it's easy. Final Doom did it in a vanilla way by slapping the switch textures in the middle of animated textures, it's kind of a mess but it works. 0 Quote Share this post Link to post
ukiro Posted February 3, 2020 What isn't possible in Boom is to have the switch activation be an animation itself, i.e. going from on to off having more than 2 frames. (At least as far as I'm aware.) 0 Quote Share this post Link to post
SilverMiner Posted February 3, 2020 Everything is possible with voodoo magic. 3 Quote Share this post Link to post
Kappes Buur Posted February 3, 2020 (edited) 1 hour ago, ukiro said: What isn't possible in Boom is to have the switch activation be an animation itself, i.e. going from on to off having more than 2 frames. (At least as far as I'm aware.) Yes. As Gez mentioned, it is possible with ANIMATED. See the BOOM REFERENCE GUIDE and/or ANIMATED or if using G/ZDOOM ANIMDEFS. Edited February 3, 2020 by Kappes Buur 0 Quote Share this post Link to post
ukiro Posted February 3, 2020 1 hour ago, Kappes Buur said: Yes. As Gez mentioned, it is possible with ANIMATED you misunderstood me. I mean to animate the transition only, not the on or off states. 0 Quote Share this post Link to post
Gez Posted February 3, 2020 Animating the transition isn't possible without using Hexen features (ANIMDEFS can do it) or extreme kludgehacks. Like make your animation in the "on" state, but make it really really long by duplicating the "final" frame hundreds of time to make it look like it stays on to all but the most patient players waiting in front of the switch to catch the animation looping. I'd rather just put a regular switch in Boom-compat SWITCHES and make the animated transition in ANIMDEFS as a bonus for those using a compatible port, instead of bloating the texture cache with hundreds of identical textures. 1 Quote Share this post Link to post
NiGHTMARE Posted February 3, 2020 (edited) You could possibly fake the effect by having the switch linked to a voodoo conveyor and displacement scroller. I imagine it would work something like this: The "frames" comprising the transitional texture would be placed side by side. The displacement scroller would need to be tagged to the linedef with the switch texture, so it would need to be used as a mid texture with the "real" switch hidden 1 unit behind it. The scroller would be in a sector with a difference in floor/ceiling height of 0. When the switch is activated, it allows the voodoo player to move along the conveyor, which has two W1 linedef triggers on it. The first trigger causes either the ceiling to instantly raise or the floor to instantly lower, and the second immediately reverses this change, causing the texture to stop scrolling again. I believe the amount the linedef scrolls = (linedef length / 32) x sector height difference. If the "frames" of the texture are 64 wide you could therefore make use of anywhere from a linedef length of 32 and a height difference of 64, to a linedef length of 2048 and a height difference of 1. The above is entirely a thought exercise, so I may well have gone wrong somewhere. Edited September 26, 2022 by NiGHTMARE 3 Quote Share this post Link to post
Egg Boy Posted February 3, 2020 I was asking specifically about the on and off frames. I believe its done in TNT, but I wasn't sure if that was hardcoded or not. I think you can just define the off/on texture in the animdefs or whatever, but I didn't know if a texture could be animated and a switch or not. Thanks for clearing it up guys! 0 Quote Share this post Link to post
Ribbiks Posted February 3, 2020 6 hours ago, NiGHTMARE said: You could possible fake the effect by having the switch linked to a voodoo conveyor and displacement scroller. I imagine it would work something like this: Funny idea! I can think of a few ways to create a similar effect, but this one is nice in that it doesn't require any additional sectors or hackiness at the sidedef being animated. Here's a quick prototype: 5 Quote Share this post Link to post
EffinghamHuffnagel Posted February 5, 2020 On 2/3/2020 at 6:27 AM, Gez said: I'd rather just put a regular switch in Boom-compat SWITCHES and make the animated transition in ANIMDEFS as a bonus for those using a compatible port, instead of bloating the texture cache with hundreds of identical textures. So to understand the mechanics, if a full switch animation is A-B-C (like several examples in the Romero dump), you'd define the switch in SWITCHES as A-C, but in ANIMDEFS you'd define the 'on' part of switch C as the animated sequence B-C, right? So you could do the same thing with the 4-step switches in the Romero dump. You'd have to make sure the switches are G1 or S1 and not repeatable, because the transition frame wouldn't be seen on the way back to 'off'. Wait. Could you add the 'Oscillate' flag to play the full animation backwards (on a permanent SR switch)? ----- I was also looking for a specific texture. One of the things I lost when my HD crashed was a truecolor 32-frame FIREBLU, very much in the style of the Caustics Generator textures on the previous page. I ripped it from a mod several years ago, but don't remember which. I'd post this in the 'looking for a wad' thread, but I don't care about the mod, just the texture. It looks great when used as a gate. Does anybody have this or know which mod it came from? 0 Quote Share this post Link to post
Gez Posted February 5, 2020 Yeah, that's how I think it'd work. ANIMDEFS override SWITCHES. Look at how Hexen defined its own multi-step switches, because IIRC they do animate fully both ways. 0 Quote Share this post Link to post
Alper002 Posted February 5, 2020 The way Hexen did it was having an ACS script change the texture quickly, which might get annoying if you have many of that animating type of switch. I don't recommend doing THAT unless it's your only option. 1 Quote Share this post Link to post
Gradius Posted February 11, 2020 Some pillars available in large, half-size, and a 'clean' version without any grain or scratchs. These were made completely from scratch in GIMP and are free to use however anyone would like, with or without crediting. 1 Quote Share this post Link to post
Doom_Dude Posted February 18, 2020 (edited) On 1/26/2020 at 11:02 AM, Nootrac4571 said: It's always bothered me that crates in Doom don't have pallets underneath them. How do UAC move them around? Example: Reveal hidden contents I made one crate like that quite a long time ago. Think I made my holes too deep. Yours looks pretty nice. Know what's kinda weird. I was sitting here looking at some Quake 2 screenshots I took earlier today and after all this time, I never clued in to the rounded holes at the bottom of the crates are functional forklift slots. Edited February 18, 2020 by Doom_Dude 8 Quote Share this post Link to post
ItsNatureToDie Posted February 23, 2020 (edited) StalkerBlade made this cool model which in he used to make a cool marble bust. Soo I made this marble texture based off said model. Edited February 23, 2020 by ItsNatureToDie 4 Quote Share this post Link to post
Afterglow Posted March 14, 2020 (edited) I was going through some old WADs in my archives and came across Mortgfx.wad, file dated May 10, 1999. These were textures intended for Mortality TC that never came to be. I think the project web site was once hosted on doomworld.com? Most of the textures are simple edits of doom2.wad, hexen.wad, and gothictx.wad resources, but these ones are OK-ish. I know David "Dagger" Gevert did the far-left one here but the other ones were likely by the project lead. I think DoomWiz? Edited July 4, 2020 by Afterglow Mortality TC project lead = DoomWiz, I think? 8 Quote Share this post Link to post
plums Posted March 14, 2020 (edited) A more seamlessly-tiling version of SUPPORT2. I might have posted this ages ago, but here it is again: At one point I had the idea that I was going to fix the vertical tiling on all the IWAD textures, since some of them have very noticeable seams or boundaries. This is the only thing I can find right now, though. It would be awesome if this thread were compiled into a wad, if any enterprising people wanted to do that. Edited March 14, 2020 by plums 7 Quote Share this post Link to post
looprix Posted March 15, 2020 Keeping my social distance by turning my 3d art into Doom textures! Here's my progress so far: 7 Quote Share this post Link to post
plums Posted March 15, 2020 (edited) More miscellaneous finds, feel free to do whatever you want with these: Some gross animated guts. Get a wad with 128px walls and 64px floors at https://www.mediafire.com/file/rkzv0u6vtbqveib/doomguts.wad/file Hand-drawn buildings for a sky texture. It could do with some touch-ups, that small building near the right edge should probably be fuzzed a lot more, among other things. edit: fixed it some. You have to chop it up yourself, sorry. Some ugly bricks. I didn't actually check that these tile but they probably do. Edited March 15, 2020 by plums 6 Quote Share this post Link to post
plums Posted March 17, 2020 (edited) Some swirly portals. Available in red, blue, and badly converted 1994 colours. https://www.mediafire.com/file/7e6slg7qax4f45r/plums_portal01.wad/file Edited March 17, 2020 by plums 11 Quote Share this post Link to post
Scypek2 Posted March 20, 2020 For those mappers who won't stop using pain sectors with water textures. Inspired by @Suitepee's 64 kilobyte challenge stream. 40 Quote Share this post Link to post
NaturalTvventy Posted March 24, 2020 (edited) Playing with stuff from Romero's DOOM Dump... In other news, can ANYONE tell me where I got these from?? I found them at some point for No End In Sight. I'm sure they're from DOOM alphas/prerelease/something. Now I can't find them any more. I'd really like a definitive "Unused Texture Resources" WAD. Thanks! Edited March 24, 2020 by NaturalTvventy 29 Quote Share this post Link to post
EffinghamHuffnagel Posted March 25, 2020 (edited) The image you're looking for is in the walls/work folder of the Romero dump zip or Linguica's png conversion zip https://www.dropbox.com/s/5fkgoglrhvjqgva/doom-textures-png.zip?dl=0 or Fraggle's github repository. https://github.com/fragglet/RomeroDoomDump The image name is 'wincrap'. As to 'unused texture resource', I thought someone created a wad with all the unreleased dump stuff in it. Maybe earlier in this thread. And wasn't Xaser working on a compilation resource wad of all the alpha and dump stuff back when? ------- Edit: Might as well post a texture, too. This is a switch I've seen in several 'mega-switch' textures. I've also seen just the right half used as a separate SR switch for a lift, a door/airlock and an elevator. But it was never animated, so I did. Also brightened the word 'locked' a little to make it easier to read. The top is the original 'off' version; didn't touch it. Posted it so they're together. Hopefully a useful edit. Edited March 25, 2020 by EffinghamHuffnagel 2 Quote Share this post Link to post
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