SpaceCat_2001 Posted January 21, 2024 (edited) @ViolentBeetle Spoiler Added some new skies, and changed Vaporwave sky resolution. If anyone has any questions/need help about importing skies into the wad just ask me SOMESKIESFORPAINTITDOOM.rar Edited January 21, 2024 by SpaceCat_2001 3 Quote Share this post Link to post
NecrumWarrior Posted January 21, 2024 Pretty much entirely on a whim, because I didn't want to speedmap, I started working on a map for this. I don't have much yet. 6 Quote Share this post Link to post
ViolentBeetle Posted January 21, 2024 5 hours ago, SpaceCat_2001 said: Added some new skies, and changed Vaporwave sky resolution. If anyone has any questions/need help about importing skies into the wad just ask me Just to avoid mistakes, this one contains skies from your previous post as well, right? 0 Quote Share this post Link to post
SpaceCat_2001 Posted January 21, 2024 1 hour ago, ViolentBeetle said: Just to avoid mistakes, this one contains skies from your previous post as well, right? Yes 0 Quote Share this post Link to post
SpaceCat_2001 Posted January 21, 2024 Spoiler Made more progress, the more i work with this challenge, more i like it! 7 Quote Share this post Link to post
Gothic Box Posted January 21, 2024 Spoiler Starting to develop the layout and visual motifs for my submission. No fights yet but ideas have been bouncing around in my head like a Windows screensaver. 7 Quote Share this post Link to post
SpaceCat_2001 Posted January 22, 2024 (edited) 8 hours ago, Gothic Box said: Hide contents Starting to develop the layout and visual motifs for my submission. No fights yet but ideas have been bouncing around in my head like a Windows screensaver. >No fights >Four Cyberdemons in the background Jokes aside, this looks really cool, it reminds me of American carpets that were popular in restaurants and gyms in 1970s and 2000s Edited January 22, 2024 by SpaceCat_2001 1 Quote Share this post Link to post
OniriA Posted January 22, 2024 (edited) This seems like a fun concept. I think I"ll dip my hands into some paint for this, if you don't mind. ;) Edited January 22, 2024 by OniriA 4 Quote Share this post Link to post
SpaceCat_2001 Posted January 22, 2024 8 minutes ago, OniriA said: This seems like a fun concept. I think I"ll dip my hands into some paint for this, if you don't mind. ;) paintitdoomplusskies.rar @ViolentBeetle i imported the skies i made into the texture file, it works without any problem 1 Quote Share this post Link to post
ViolentBeetle Posted January 22, 2024 13 hours ago, SpaceCat_2001 said: paintitdoomplusskies.rar @ViolentBeetle i imported the skies i made into the texture file, it works without any problem Great, thanks. I want to check it first when I have time (And see if I indeed missed a color) and put it as main resource pack if so. 0 Quote Share this post Link to post
OniriA Posted January 23, 2024 (edited) So how exactly do I set these things up as a usable sky in the game? I can only seem to select square flats for ceilings which aren't skies, but I wanna use one of these but UDB only lets me select "flats" whenever I point to the ceiling and filters away the skies for wall selection only. Edited January 23, 2024 by OniriA 0 Quote Share this post Link to post
DeetOpianSky Posted January 23, 2024 (edited) 14 minutes ago, OniriA said: So how exactly do I set these things up as a usable sky in the game? I can only seem to select square flats for ceilings which aren't skies, but I wanna use one of these but UDB only lets me select "flats" whenever I point to the ceiling and filters away the skies for wall selection only. Set F_SKY1 as the ceiling texture for the sector that will display the sky. Create a control sector Select a line, tag the line with the same tag as the sector that will display the ceiling in game. Make the Upper Front texture of the line the sky texture you want to use. Assign the line Action 271 for a standard sky. There's a flipped sky action (272) that can also be used. That one will display the texture as a sky but rotated 45? degrees. Edited January 23, 2024 by DeetOpianSky 1 Quote Share this post Link to post
OniriA Posted January 23, 2024 22 minutes ago, DeetOpianSky said: Set F_SKY1 as the ceiling texture for the sector that will display the sky. Create a control sector Select a line, tag the line with the same tag as the sector that will display the ceiling in game. Make the Upper Front texture of the line the sky texture you want to use. Assign the line Action 271 for a standard sky. There's a flipped sky action (272) that can also be used. That one will display the texture as a sky but rotated 45? degrees. Oh lovely, that seems to have worked. But it's too bad that I can't see the sky itself while in UDB and only see it when I'm in the game. It would be very helpful to my creative energy if the sky where also visible in udb instead of the placeholder. 2 Quote Share this post Link to post
ViolentBeetle Posted January 23, 2024 I think UMAPINFO should work on UDB now, so if you use SLADE to add UMAPINFO text with code MAP MAP01 { skytexture = "<insert texture name here>" } It should work. Sky transfer never worked in visual mode AFAIK. Unfortunately, I won't be able today to properly check the state of resource pack, but I'll be back tomorrow. 3 Quote Share this post Link to post
SpaceCat_2001 Posted January 23, 2024 Spoiler More progress has been made 5 Quote Share this post Link to post
ViolentBeetle Posted January 23, 2024 16 minutes ago, SpaceCat_2001 said: More progress has been made Looks good. Is this an office? I think I might need to do something with this pale blue though. I didn't realize it would fade to grey so quickly. 1 Quote Share this post Link to post
SpaceCat_2001 Posted January 23, 2024 1 minute ago, ViolentBeetle said: Looks good. Is this an office? I think I might need to do something with this pale blue though. I didn't realize it would fade to grey so quickly. Not an office, but a labaratory, or well, public part of it, its the insides of the building from previous screenshot 0 Quote Share this post Link to post
Gothic Box Posted January 23, 2024 Spoiler Love me some gradients :] 6 Quote Share this post Link to post
HiMyNameIsChair Posted January 24, 2024 Update for Defiled Dreamscape (Considering it looks like an Episode 1 SoD map, I decided to just lean into it.) This will prob be the last update until it's done. At this point, it's almost finished. All that's left RN is the Red Key room, some more enemy/thing placement, and one smaller fight. Sadly I'm probably not gonna hit my end-of-January goalpost. Working on this alongside DWDS and starting my NOVA 4 submission genuinely almost burned me out, so I had to take a break for a week and slow my pace a bit. But yeah very much on its way to the finish line. I really pushed myself on this one, and I'm pretty happy with how it's coming along. Hoping i'll have it done by early to mid-February, NGL I'll prob scale back my 2nd submission, mostly for my sanity. Spoiler 8 Quote Share this post Link to post
SpaceCat_2001 Posted January 24, 2024 Not a lot, but still progress Spoiler 8 Quote Share this post Link to post
OniriA Posted January 24, 2024 On 1/23/2024 at 8:02 AM, ViolentBeetle said: I think UMAPINFO should work on UDB now, so if you use SLADE to add UMAPINFO text with code MAP MAP01 { skytexture = "<insert texture name here>" } It should work. Sky transfer never worked in visual mode AFAIK. Unfortunately, I won't be able today to properly check the state of resource pack, but I'll be back tomorrow. Fantastic, thank you! Will be sharing my progress here. 0 Quote Share this post Link to post
ViolentBeetle Posted January 24, 2024 I have replaced the resource pack with the new version that shows includes @SpaceCat_2001 sky edits. In addition, I have manually edited the colormap to make teal color fade into darker blue and not grey, which was really off-putting. My SLADE is acting weird with textures, but it should work. @Nootsy-Nootsy you complained some time ago about missing green 2 textures, but as far as I see, they are there. Did I misunderstand you? 1 Quote Share this post Link to post
Treehouseminis Posted January 24, 2024 I might make another map for this....if the deadline is in May I should be able too. I keep seeing cool things posted here and I get inspired lol 1 Quote Share this post Link to post
DeetOpianSky Posted January 24, 2024 I'm kicking around a few ideas for my second map, should have something fleshed out before long. 5 Quote Share this post Link to post
DeetOpianSky Posted January 24, 2024 5 hours ago, ViolentBeetle said: I have replaced the resource pack with the new version that shows includes @SpaceCat_2001 sky edits. In addition, I have manually edited the colormap to make teal color fade into darker blue and not grey, which was really off-putting. My SLADE is acting weird with textures, but it should work. @Nootsy-Nootsy you complained some time ago about missing green 2 textures, but as far as I see, they are there. Did I misunderstand you? I've noticed a few posts referencing the way the colors of the textures are displayed in UDB, should I be selecting the iwad or the resource pack (/ which one) first? 0 Quote Share this post Link to post
ViolentBeetle Posted January 24, 2024 29 minutes ago, DeetOpianSky said: I've noticed a few posts referencing the way the colors of the textures are displayed in UDB, should I be selecting the iwad or the resource pack (/ which one) first? You should load IWAD, then both the wads in the archive (I keep sprite pack separate for now for ease of management, they shouldn't have any overlaps) 2 Quote Share this post Link to post
DeetOpianSky Posted January 28, 2024 Updated The Icon of Shin . Updated some visuals, partial implementation of the puzzle, no effect on combat but does make max possible in it's current itteration. 0 Quote Share this post Link to post
senpaigru Posted January 29, 2024 started work on a map for this called "paint theft is a serious crime". :) Spoiler 7 Quote Share this post Link to post
Async Unicorn Posted February 1, 2024 (edited) Just thought, maybe I can do a map for this project, it's difficult to go crazy about geometry and make Drake O'Brien map size x2, also I kinda like this Atari 2600 aesthetic. (gzdoom only for screenshots) (it's very early on in development, only a couple of hours of work) Edited February 1, 2024 by Vanilla+Unicorn 3 Quote Share this post Link to post
ViolentBeetle Posted February 1, 2024 On 1/29/2024 at 12:06 AM, DeetOpianSky said: Updated The Icon of Shin . I made it to the room with the foot but don't know what to do there - is this where the map ends for now? The ledge in the plasma gun pit is still very bouncy, though I made it out this time. The space behind yellow key is too narrow to pass through which is weird. 1 Quote Share this post Link to post
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