RonnieJamesDiner Posted July 24, 2023 Mid textures always seemed to present an issue for me whenever mapping. Sometimes I’d remember something I wanted to use, but I couldn’t remember where I saw it; other times I’d be stumped on finding something to fill a very particular need – or, I’d simply miss good options while skimming through packs because I’m blind, and there’s no way to filter for "mid textures" specifically. I ended up solving this problem by gradually compiling a 'mid texture resource'. Over time it became a bit of a hot mess, so I recently decided to recreate it properly. The end result is a rather lovely Mid Texture Repository, and I thought I’d share it here, in case other mappers found it useful! To be clear, I did not make any of these. Download Repository (.pk3 version) (google drive) Download Repository (.wad version) (google drive) This pack contains over 1400 mid textures sourced from a variety of places, including R667, Afterglow, community projects, and texture threads. Using a UDB config file, they’ve also been sorted into categories – Animated, City, Decoration, Fences, Flags, Foliage, Tech, Windows, and Other. This compilation does not include any type of step or support/beam texture, only ones featuring transparency that are clearly designed to be used as mid textures (or in some cases, as patches or sprites). - The pk3 includes all of the original truecolor PNG versions that many of these textures came in. This file is intended for any port that handles PNG textures. - The wad file has had the PNGs converted into Doom graphics (and consequently palletized), and all of the textures added to a single TEXTURES lump, for use with boom/limit removing ports. Some of the textures didn’t survive this process – roughly 70 turned to rubbish, mostly from Kingpin, Doom 3, and Doom 64 variants – and many of them got a little washed out looking, but still very usable in the right context. - Both files contain the UDB config (as well as a README explaining how to install it), and I strongly recommend using this. The vast majority of these textures kept their original names, so the full, uncategorized clump is a bit of a nightmare to look at. Obviously a lot of these textures work best with their respective resource packs. This was intended to be a “pick and pull” to help flesh out the mapping/texturing process, and features wildly varying styles. There’s a handful of textures still on my list to add, but in a lot of cases they were still part of a sheet and (to be honest) I couldn’t be arsed to cut them up. I'll probably get around to that at some point in the future. A few examples include zrrion the insect's incredible mid textures here, a lovely quake edit marble arch by CherryPoptartzzz, some absolutely sexy arched windows by Nootrac4571 (that don't actually seem to be in demonastery.wad?, unless I'm super blind), and I still want to poke Insane_Gazebo about some of that delicious grass he has in Sunder. === F A Q === Q: How do I know who to credit for each texture? A: The textures are categorized by source in both files (within folders in the pk3, and divided by markers in the wad). The categories are laid out in the CREDITS text lump, with details including source, author, and a download link to the original file (or where to find it). Ultimately, the onus is on each mapper to look through the file and credit appropriately, but short of doing that, at least include the CREDITS lump in your release (please). Q: I see one of my textures, and I don’t want it included in this. A: Shoot me a message and I’ll remove it immediately. Q: Do you plan to add more? A: Yes! This will likely be a work-in-progress forever. If you find anything (or make anything) that feels like it belongs here, drop a link or a suggestion and I’ll add it to the list. Q: Does this work for DBX? A: Well.........I think? The config file does seem to work (although the installation is a bit different, because DBX doesn’t appear to have a Game_Doom.cfg). But, actually loading the resource in DBX was throwing up an error for me and refusing to load, so, until I figure out why that is, I can’t guarantee compatibility for this editor yet. Q: Should I use mid textures in my maps? A: Yes, always. Silly question. Thanks for stopping by, and happy mapping! 36 Quote Share this post Link to post
Walter confetti Posted July 26, 2023 Thanks for this! Any decoration textures? 1 Quote Share this post Link to post
RonnieJamesDiner Posted July 26, 2023 2 hours ago, Walter confetti said: Thanks for this! Any decoration textures? Yeah there's a Decoration category, just under 200 textures (lots of chains, cobwebs, skulls, and different things). The full list of categories for the config include Animated, City, Decoration, Fences, Flags, Foliage, Tech, Windows, and Other (I showed screenshots of 3 categories just to give an idea). Hope that helps! 2 Quote Share this post Link to post
Walter confetti Posted July 27, 2023 I see... Thanks for the clarification! Downloaded yesterday 1 Quote Share this post Link to post
Deadfish Posted March 9, 2024 Thank you Orbit Culture Fan aka RonnieJamesDiner this texture pack is insane 0 Quote Share this post Link to post
Zerofuchs Posted May 27, 2024 Muchly appreciated, my own custom texturing abilities are limited to some vanilla texture recolours in GIMP so some "open source" for lack of a better term textures are wonderful... but I must remember to note which ones from which author I am using lol. 0 Quote Share this post Link to post
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