Matakrow Posted April 20, 2023 (edited) These textures bring the classic look of Hammer Editor blockouts back into 1994! In addition to good looks, Hamtex is built from the ground up to assist in various aspects of map development.   Spoiler All organized in map editors!   Spoiler  Spoiler  A2 by @Paf.Hydroponic Cleansing Plant by @DynamiteKaitornOmitted Reconciliation After Native Group Engagement by @Sneezy McGlassFaceRoad to the water train! by @Redead-ITA Caustic Spirit by @Bloodbath Giraffe  ...and more to come soon from Blocked-Out! Spoiler ===============================================================                                DESTEX.WAD =============================================================== Hamtex's new alternate theme. A desaturated variant constructed to be easier on the eyes. ===============================================================                                 HAMTEX.WAD =============================================================== Spoiler PS: I’ve also made some Hamtex texture replacements for the internal Doom builder textures. Just in case Hamtex blends with MissingTexture3D too much for you. Personally I think these look much better than the defaults.  Edited June 21 by Matakrow 68 Quote Share this post Link to post
HorseJockey Posted April 20, 2023 This is very helpful, I have a pack of textures I made that is similar to this but you have thought of use cases I did not. Good stuff. 2 Quote Share this post Link to post
Human Being Posted April 20, 2023 I'm not a mapper, but this is very cool lookin stuff. Thumbs-up! 1 Quote Share this post Link to post
Shepardus Posted April 20, 2023 I've wondered before whether there was a texture pack like this. Hamtex community project when? 5 Quote Share this post Link to post
OpenRift Posted April 20, 2023 (edited) Gives me TF2 Orange_X vibe, I love it!  EDIT: Oh wait, that was the point my bad lmao Edited April 20, 2023 by OpenRift 2 Quote Share this post Link to post
Midway64 Posted April 20, 2023 (edited) Hell yeah! Orange textures for my GoldSrc/Source-Engine pleasure! Those lumps look really good! Â Edited April 20, 2023 by ValveMercenary Remember GoldSrc? 1 Quote Share this post Link to post
MundyC Posted April 21, 2023 Finally, a texture set to save us from the tyranny of STARTAN2/FLOOR0_1/CEIL1_1! 4 Quote Share this post Link to post
Breezeep Posted April 21, 2023 This scratches my Source engine itch. 1 Quote Share this post Link to post
DrinkyBird Posted April 21, 2023 I love Doom and Source engine games so I find this absolutely wonderful. 1 Quote Share this post Link to post
Ludi Posted April 21, 2023 (edited) Â I use this set all the time, highly recommended. I'll combine what's here with Hamtex. Cool set! Edited April 21, 2023 by Ludi 3 Quote Share this post Link to post
lokbustam257 Posted April 21, 2023 Nice, I do love how Hammer's dev textures look, much more pleasant to look than the ol STARTAN2 over there 1 Quote Share this post Link to post
BeachThunder Posted April 21, 2023 35 minutes ago, MundyC said: Finally, a texture set to save us from the tyranny of STARTAN2/FLOOR0_1/CEIL1_1! I hate that STARTAN2 being the default has made me hate that texture with a passion. 3 Quote Share this post Link to post
Biodegradable Posted April 21, 2023 (edited) I don't know what it is about dev textures, but I find them fun so having yet another set for mappers to have fun with is cool in my book. Nicely done, Mata! Edited April 21, 2023 by Biodegradable 2 Quote Share this post Link to post
Egg Boy Posted April 21, 2023 (edited) I believe textures like DEVA1 and DEVA2 would cause tutti fruttis in vanilla doom because they are not 128 units tall. It would fix it if you simply tiled them so that they are 128 units tall, you can even do this via patches in texturex. Edited April 21, 2023 by Egg Boy 1 Quote Share this post Link to post
Matakrow Posted April 21, 2023 (edited) 53 minutes ago, Egg Boy said: I believe textures like DEVA1 and DEVA2 would cause tutti fruttis in vanilla doom because they are not 128 units tall.  They're tiled. UDB was just reading from Zdoom's TEXTURES lump instead of TEXTUREx. Updated images in thread.  53 minutes ago, Egg Boy said: You can even do this via patches in texturex. I've just updated Hamtex to do that a couple hours ago, but Chocolate Doom crashes when they're loaded as midtextures. So I've had to go back just now and fix some textures to only use 1 patch. Edited April 21, 2023 by Matacrat Typo 1 Quote Share this post Link to post
Qeswic Posted April 21, 2023 Doesn't seem right seeing those textures without hearing micspam and the sounds of a sentry nest. Â But still, great stuff. 2 Quote Share this post Link to post
Sneezy McGlassFace Posted April 21, 2023 These look really fun! There's something magical about prototype textures. Hamtex CP, anyone? 4 Quote Share this post Link to post
Cilian Posted April 28, 2023 This breaks doom 1 if added as a resource along with the IWAD in UDB but I can workaround it by checking "exlude this resource from testing parameters", going to f6 > testing > customize parameters and adding hamtex to the -file parameter after my map's wad. I wish I didn't have to do that, it doesn't happen with cc4-tex so is that something fixable? Thanks in advance 0 Quote Share this post Link to post
Matakrow Posted April 28, 2023 (edited) On 4/28/2023 at 3:19 AM, Cilian said: This breaks doom 1 if added as a resource along with the IWAD in UDB but I can workaround it by checking "exlude this resource from testing parameters", going to f6 > testing > customize parameters and adding hamtex to the -file parameter after my map's wad. I wish I didn't have to do that, it doesn't happen with cc4-tex so is that something fixable? Thanks in advance Yeah it's only for Doom 2. Here's an Doom 1 version IÂ slapped together for you. It's not really polished and the switches are jank but it works without crashes. ============ HAMTEX_ULT.WAD ============ Edited June 21 by Matakrow 1 Quote Share this post Link to post
polytross Posted April 29, 2023 (edited) damn this looks better then the one I posted on moddb back in January based on the couple you posted last year https://www.moddb.com/games/doom/addons/source-style-dev-textures Edited April 29, 2023 by polytross 1 Quote Share this post Link to post
Matakrow Posted May 14, 2023  -Added NOISETRK, a doortrak equivalent to the texture pack. 2 Quote Share this post Link to post
Nikku4211 Posted May 15, 2023 Wow, this'll go good for anybody trying to make a Doomguy Parable. 1 Quote Share this post Link to post
Matakrow Posted June 4, 2023 (edited) -Revamped Blood liquid flat -It's now consistent with the other liquid textures. -Added Text5, a text texture handling more special characters. -Added 3 new grid colors, yellow, white and black. Expect more tones from the playpal to be added for future updates. Lastly, I've released a new theme for the project, Destex.  On 4/20/2023 at 6:32 PM, Matacrat said: Hamtex's new alternate theme. A desaturated variant constructed to be easier on the eyes. ===============================================================                                DESTEX.WAD ===============================================================  Edited June 4, 2023 by Matacrat 1 Quote Share this post Link to post
Individualised Posted August 12, 2023 (edited) I'm curious as to the point of the Clip/Portal/Trigger textures? Those are features in Quake-based engines, it doesn't really make sense to include them in a support texture .WAD for Doom editors. Edited August 12, 2023 by Individualised 0 Quote Share this post Link to post
Shepardus Posted August 12, 2023 10 hours ago, Individualised said: I'm curious as to the point of the Clip/Portal/Trigger textures? Those are features in Quake-based engines, it doesn't really make sense to include them in a support texture .WAD for Doom editors. (source) 1 Quote Share this post Link to post
Individualised Posted August 12, 2023 (edited) 2 minutes ago, Shepardus said: (source) That's for a community project that purposely uses these textures as part of its aesthetic. The main point of this .WAD is to be used as placeholder/guide textures, right? Or am I misunderstanding the purpose of it? Edited August 12, 2023 by Individualised 0 Quote Share this post Link to post
Shepardus Posted August 12, 2023 21 minutes ago, Individualised said: That's for a community project that purposely uses these textures as part of its aesthetic. The main point of this .WAD is to be used as placeholder/guide textures, right? Or am I misunderstanding the purpose of it? I think you are misunderstanding the purpose. 1 Quote Share this post Link to post
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