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🟧 Hamtex - Vanilla-compatible Dev textures for Doom II ⬜


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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.

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Gives me TF2 Orange_X vibe, I love it!

 

EDIT: Oh wait, that was the point my bad lmao

Edited by OpenRift

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Hell yeah! Orange textures for my GoldSrc/Source-Engine pleasure!

Those lumps look really good!

 

Edited by ValveMercenary
Remember GoldSrc?

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I use this set all the time, highly recommended. I'll combine what's here with Hamtex. Cool set!

Edited by Ludi

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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.

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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 by Biodegradable

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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 by Egg Boy

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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 by Matacrat
Typo

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Doesn't seem right seeing those textures without hearing micspam and the sounds of a sentry nest.

 

But still, great stuff.

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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

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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 I slapped together for you. It's not really polished and the switches are jank but it works without crashes.
============

HAMTEX_ULT.WAD
============

Edited by Matakrow

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  • 2 weeks later...
  • 3 weeks later...

-Revamped Blood liquid flat
V06x2aT.png9REATsm.png -It's now consistent with the other liquid textures.

-Added Text5, a text texture handling more special characters.
f9YTlc3.png

-Added 3 new grid colors, yellow, white and black.
Expect more tones from the playpal to be added for future updates.
izcpFEX.pngPwqLHdl.pngaf2WClx.png
hSQps1I.png
y7vAjov.png

Lastly, I've released a new theme for the project, Destex.
 

On 4/20/2023 at 6:32 PM, Matacrat said:

W5JNF2w.png
Hamtex's new alternate theme.
A desaturated variant constructed to be easier on the eyes.
===============================================================
                                                             DESTEX.WAD
===============================================================

tuu6Ofz.pngXwoLBNf.png

 

Edited by Matacrat

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  • 2 months later...

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 by Individualised

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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.

He1vT2e.gif

(source)

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2 minutes ago, Shepardus said:

He1vT2e.gif

(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 by Individualised

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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.

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