spwnSH4Rk Posted October 19, 2023 So I had a minor stroke of genius today and used midtextures at varying alignments to create a woodgrained bench aesthetic. Let me know what you guys think! Unsure if anyone's done this before, but I thought I'd share the process: Here's before: Midway through the process, adding multiple midtex between: And final product: 27 Quote Share this post Link to post
slowfade Posted October 19, 2023 (edited) Looks really, really good! Haven't seen it before. So you place them horizontally (as in, aligned with the longest side) for every pixel/unit, then move the special wood texture left and right? Edited October 19, 2023 by slowfade 1 Quote Share this post Link to post
spwnSH4Rk Posted October 19, 2023 1 minute ago, slowfade said: Looks really, really good! Haven't seen it before. So you place them horizontally (as in, aligned with the longest side) for every pixel/unit, then move the special wood texture left and right? @slowfade I think you've got it; I put them 1px apart and ran them parallel to each other. To make the grain specifically I just ran my mouse over the textures while holding left or right arrow and tried to create a gradual curve to the grain as I moved my mouse. Here's editor mode: 3 Quote Share this post Link to post
DankMetal Posted October 19, 2023 Visplane overflow goes brrrrr But actually, it's a really cool effect 8 Quote Share this post Link to post
andrewj Posted October 20, 2023 (edited) 11 hours ago, DankMetal said: Visplane overflow goes brrrrr Visplanes actually don't go brrrr, as long as the sectors have the same properties. Drawsegs increase though, which is fairly obvious. Edit: a pic from Visplane Explorer. The area on the right has a bunch of lines with a midtexture on them. (The results are not exactly the same, perhaps because the second area has a different alignment). Edited October 20, 2023 by andrewj 6 Quote Share this post Link to post
Paf Posted October 20, 2023 2 hours ago, andrewj said: Visplanes actually don't go brrrr, as long as the sectors have the same properties. Drawsegs increase though, which is fairly obvious. Edit: a pic from Visplane Explorer. The area on the right has a bunch of lines with a midtexture on them. (The results are not exactly the same, perhaps because the second area has a different alignment). openings would increase a lot, though. here there's already an openings overflow: which is about the same setup, but drawsegs don't go above 256 here. but there's still some to worry about if you're planning to use that in a vanilla map because of openings. 4 Quote Share this post Link to post
MFG38 Posted October 20, 2023 I'm almost 100% positive someone somewhere has done that before. Cool effect regardless, though. 2 Quote Share this post Link to post
spwnSH4Rk Posted October 20, 2023 4 hours ago, Paf said: which is about the same setup, but drawsegs don't go above 256 here. but there's still some to worry about if you're planning to use that in a vanilla map because of openings. This map will likely never see the light of day. But hopefully someone can find a good use for 'midtexture embodiment' (names are cool, right?) I mostly just want to experiment and see what other full-body objects can be created in editor with midtex. 1 Quote Share this post Link to post
Hebonky Posted October 20, 2023 You could make fake ceilings on top buildings and make them walkable using self referencing sectors that instantly raise upon getting to the top. 2 Quote Share this post Link to post
spwnSH4Rk Posted October 20, 2023 3 minutes ago, Hebonky said: You could make fake ceilings on top buildings and make them walkable using self referencing sectors that instantly raise upon getting to the top. I did something similar and used the 'things' bridges (im using zdaemon doom2 hexen format, cant remember if thats available in all formats) to make the bench a surface. additionally, if raised higher it can be walked under, of course. 0 Quote Share this post Link to post
spwnSH4Rk Posted October 20, 2023 I'll drop more random c reations here from time to time if they're worth mentioning. Here's a little more experimenting today: 17 Quote Share this post Link to post
user76828904 Posted October 20, 2023 It can be useful in a Spinal Tap themed map. 2 Quote Share this post Link to post
user76828904 Posted October 20, 2023 15 minutes ago, spwnSH4Rk said: I'll drop more random c reations here from time to time if they're worth mentioning. Here's a little more experimenting today: Do you plan to make a "Doom cute" map, some kind of gallery? 2 Quote Share this post Link to post
spwnSH4Rk Posted October 20, 2023 11 minutes ago, user76828904 said: Do you plan to make a "Doom cute" map, some kind of gallery? Nah, I'll probably just tinker around and see what I can do with it and if anyone wants to use anything they see that would be cool. I'm not so fantastic at coming up with full layouts and what not. I just tinker with aesthetics, details and textures a lot for the most part. 3 Quote Share this post Link to post
user76828904 Posted October 20, 2023 1 hour ago, spwnSH4Rk said: Nah, I'll probably just tinker around and see what I can do with it and if anyone wants to use anything they see that would be cool. I'm not so fantastic at coming up with full layouts and what not. I just tinker with aesthetics, details and textures a lot for the most part. I wish you a happy tinkering. 2 Quote Share this post Link to post
RonnieJamesDiner Posted October 20, 2023 Curious how it looks in-game, but the screenshots look awesome! It sells the idea really well, that bunk bed / shelf thing looks brilliant. Good stuff! 2 Quote Share this post Link to post
Finnisher Posted October 22, 2023 (edited) On 10/20/2023 at 10:39 PM, spwnSH4Rk said: I'll drop more random c reations here from time to time if they're worth mentioning. Here's a little more experimenting today: That's damn impressive! What texture are you using btw as midtexture? I guess a custom one that has a transparent patch between the wood "panels"? And how do you prevent it from repeating vertically per linedef more than you want? Do you also lower the ceiling and then just not apply any upper texture to it? Edited October 22, 2023 by Finnisher 0 Quote Share this post Link to post
Worst Posted October 22, 2023 5 hours ago, Finnisher said: What texture are you using btw as midtexture? I guess a custom one that has a transparent patch between the wood "panels"? And how do you prevent it from repeating vertically per linedef more than you want? Do you also lower the ceiling and then just not apply any upper texture to it? There is no need to include transparent patches around the midtexture. If you use a midtexture on a 2-sided linedef, it will not repeat vertically like it would if you used it on a 1-sided wall. Any texture can 'float' like this if you give it an appropriate texture Y offset while it is on a double sided linedef. (And enabling lower unpegged can be helpful too). 2 Quote Share this post Link to post
Finnisher Posted October 22, 2023 2 hours ago, Worst said: There is no need to include transparent patches around the midtexture. If you use a midtexture on a 2-sided linedef, it will not repeat vertically like it would if you used it on a 1-sided wall. Any texture can 'float' like this if you give it an appropriate texture Y offset while it is on a double sided linedef. (And enabling lower unpegged can be helpful too). Aah right, thank you for the explanation! 1 Quote Share this post Link to post
spwnSH4Rk Posted October 24, 2023 On 10/22/2023 at 5:26 AM, Finnisher said: That's damn impressive! What texture are you using btw as midtexture? I guess a custom one that has a transparent patch between the wood "panels"? And how do you prevent it from repeating vertically per linedef more than you want? Do you also lower the ceiling and then just not apply any upper texture to it? I believe its otex's wood textures there. 0 Quote Share this post Link to post
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