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FoxTex - Free to use Texture pack


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Oh hey, a new texture pack! *instantly downloads*

 

I'm loving the aesthetic you've got going with these here! I'll 100% use these in a map sometime soon.

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I really like the direction this is going in.  I reckon it's likely that I'll wait until Vol2 and Vol3 before I consider using them extensively in my own maps (mainly because I need the sci-fi and outdoor themes to go with these), but FoxTex has considerable potential to fill that "seeking something in a similar vein to Ben 'Makkon' Hale's Quake textures, but for Doom" niche.  I saw a certain amount of potential in ComTex but I think these FoxTex textures are a considerable improvement over the ComTex ones.

Edited by ENEMY!!!

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27 minutes ago, ViolentBeetle said:

Since it's for gzDoom, I assume they aren't paletted?

I downloaded them; they are standard RGB-colour PNG's.

@Foxhead May wish to mention this in FAQ (i.e. they are not Indexed colour in Doom Palette, so are not vanilla compatible by default).

Edited by eharper256

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15 minutes ago, eharper256 said:

I downloaded them; they are standard RGB-colour PNG's.

@Foxhead May wish to mention this in FAQ (i.e. they are not Indexed colour in Doom Palette, so are not vanilla compatible by default).

It is already said in the FAQ
 

Quote

Q: Why is the pack not palette for Doom?
A: The answer for this is in the first QA. But also, bc alot of these textures would lose their visual and or colors if done so, the decision was made also bc so users can deal with that themselves and i don't have to deal with having two different packs of each volume to deal with.

 

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  • 1 month later...

update check
- vol.2 release
- new stuff for vol.1 - new textures and marble stuff!

Edited by Foxhead

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@Foxhead would it be possible to downscale these for vanilla Doom? I could help with that process if you fancy such an idea.

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19 minutes ago, Sr_Ludicolo said:

@Foxhead would it be possible to downscale these for vanilla Doom? I could help with that process if you fancy such an idea.

All textures were made to work in their respective resolutions, if you want to downscale them you can do that, but i don't have the time nor the desire to do so.

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11 minutes ago, Foxhead said:

All textures were made to work in their respective resolutions, if you want to downscale them you can do that, but i don't have the time nor the desire to do so.

 

Gotcha. Lovely art, btw!

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  • 4 weeks later...

One thing that puts me off a bit from using these textures extensively is that, following the FoxTex and Quake mapping discords in particular, I keep finding that the original textures from Substance Designer are excellent but that, when they are downscaled to 128x128 to make them work better with Doom's pixelated look, they look more washed out and less colourful.  I'm not sure if there's a way to address that or not, as for instance I had a similar criticism of the "Doom 3 textures for Doom" set, though ukiro's OTEX doesn't suffer from this.  As demonstrated by RonnieJamesDiner's screenshot above, as well as Remilia Scarlet's maps using the Doom 3 textures, this can be overcome with the effective use of dynamic lighting, but with traditional sector based lighting things look a little washed out to me.  I find it hard to write this as I know a lot of time and effort has gone into making these textures both good and usable, but I wonder if this is related to why there's surprisingly limited interest.

Edited by ENEMY!!!

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On 8/6/2022 at 1:34 PM, ENEMY!!! said:

One thing that puts me off a bit from using these textures extensively is that, following the FoxTex and Quake mapping discords in particular, I keep finding that the original textures from Substance Designer are excellent but that, when they are downscaled to 128x128 to make them work better with Doom's pixelated look, they look more washed out and less colourful.  I'm not sure if there's a way to address that or not, as for instance I had a similar criticism of the "Doom 3 textures for Doom" set, though ukiro's OTEX doesn't suffer from this.  As demonstrated by RonnieJamesDiner's screenshot above, as well as Remilia Scarlet's maps using the Doom 3 textures, this can be overcome with the effective use of dynamic lighting, but with traditional sector based lighting things look a little washed out to me.  I find it hard to write this as I know a lot of time and effort has gone into making these textures both good and usable, but I wonder if this is related to why there's surprisingly limited interest.

I would HIGHLY recommend you use IMG2Pixel to downscale textures, when i was making ComTex and RWLTX i used that program to properly adapt textures to a 128px scale and palette them to doom's palette, give it a go at it i think it will help you alot. 

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On 7/9/2022 at 2:04 PM, RonnieJamesDiner said:

Tried messing around with these a bit. Seriously incredible textures!! The effort and quality shows big time, I'm really excited to see these get used more often.

 

Pz6rsMMh.png

That looks beautiful Ronnie, you did a damn good job showcasing the potential here.

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  • 1 month later...

Update!
- updated Vol.1 and Vol.2 with new textures
- new marble, concrete, bricks and metal textures (more irl designs and architecture)
- New alternative container textures (closer to how a container looks irl)
- New alternative metal plates textures (simpler flat surfaces)

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