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Pimp my texture [NOW DOWNLOADABLE]


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Jaysis, it just got hot in here. :-)

EDIT: on trying to edit your file raymoohawk, windows viewer and photoshop can't parse the file. I can see it just fine in the browser (and nabbed a screenshot), but you know how important 1:1 pixel ration can be. Re-upload please?

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Finished another collage.



Rounded off the graphical editing portion of the texture pack and will start final-8character-naming and wad-import soon. Then I gotta sort out the basic texture set itself and run some map-tests. Could be another week before I'm done. 47 textures so far - I'll see if I can't squeeze in one more... (might try to combine that previous post tentacle-wing thingy with the graffiti generator in post#2)

EDIT: Moved Dickbutt, or what was left of him (the face), to another texture.

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EDIT: re-link.

EDIT II:
I made a wad of the contributions, but the styles and look ended up a bit disparate, so I'm spending some extra time on making them more cohesive.

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  • 3 weeks later...

Sorry about the double post. I figured subscribers might like to know that I've compiled a wad file.

What's included in the basic file is:
- the contributions and derivatives thereof that survived the chopping block. 40 something grafitti textures.
- A bare bones selection from the expansive "Mughalic" texture set I'm working on. Mostly just missing switches and whatever else you guys might find it to lack.
- A sky texture from my long-term WIP project whence the texture base emerged.
- A few Doom textures remixed. The Exit sign now finally has a blank backplate to match the front, the COMP set gets a useful flat without lines on it and old SKINLOW has been reworked to work around its previous limitations.
- A small but effective texture set for creating forests - "Leaf":

- The above file is mostly for those just interested in the results that came from the thread contributions.


There is also a more fleshed out file, which includes all of the above, plus:
- three more sky textures, to be featured in Project PAR some day. They're all partially built on id and Community Chest source material, so feel free to use them as you see fit. There's an earth-moon sky in there and a forested one. Free use goes for all the textures mentioned here, naturally. Perhaps one day I'll get around to setting up that webshop with a good selection of original textures... (all "quoted" texture sets in this post are the names of such original-content-only sets).
- Matching sky fences for each sky theme. made to fit most steps and slopes.
- Previews of texture sets "Myrtle", "Pinkbrick", "Phthalix" and others, all in the works to achieve a fuller urban feel for Doom II.
- Some new crusher textures from the Myrtle set, including spinoffs to match from FLAT5_3.
- Project PAR's ZMAPINFO file, basically just containing correct adresses for the six sky textures, and preliminary map names for that project.
- Misc decorative sprites to fit the urban and forest themes.

Its late here (I just pulled an all-nighter) so the current versions of the wads haven't been tested. Results may vary. Lemme know if you find any hang-ups.

EDIT:
1) I messed up the first file link. Should work now. Hopefully.
2) Added eleven textures that I had forgotten to include. Current versions are thus v0.2.

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kmxexii said:

clool! glad to see my tag / poster made the cut


Love it.

A lot of cool graphics just didn't blend though. In the end, to get believable textures, I had to put coherency over individual flare and tone down a lot of the colourful ones. It hurt, but some of those bright colours need to be reserved for glows and lights. I think yours maybe worked because it was a poster.

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Cell said:

Where does that image originate from?!


Which image? I took the screenshot with trees while baking the texture set, if that's what you mean.

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Hehe, a day or two too late to make the rounds this time Joe. Got a few unused entries I would have like to work in, but there wasn't enough time - already a tad into overtime. You can never get enough variation in grafitti textures to capture that urban backstreets feel, so if there's a sequel...

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Doomkid said:

Wow, the stuff you ended up with is really sweet. They all look better after the edits too - Really cool!


Phew, happy you feel that way - I was a little worried that people might be upset I toned the colors down, and chopped up some words to keep it as immersive as possible.

gemini09 said:

That one sky texture in particular was absolute killer.

When might the map be ready for download? :)


Oh, I don't know. Anybody's welcome to use the textures to create a map. Me, I've got a project using these textures on the low burn that'll take me years to complete if its ever done. I won't spring any maps until I'm done with it, or decide to call it quits, whichever comes first (so far its progressing slow but steady). This thread was a great way to get some variation into the urban maps (you know, "home town"... Doom II's map12-map20).

Thanks btw.

EDIT: Ding. I just got my 250th post and rights to post my own icons. Woohoo!

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Soundblock said:

I won't spring any maps until I'm done with it, or decide to call it quits, whichever comes first (so far its progressing slow but steady).


Steady is good, but slow could make that totally moot, as like evolution was steady but pretty slow :] But I'm in the same boat as you are. My progress is also inching forward but it's because I hope to be thoughtful with the process.

I hope it's alright to talk a little bit off topic, but my ambition is to design something that's akin to the graphics of a comic book - i.e. something that looks good despite its lack of modern-day graphical depth. It might be [obnoxiously] unrealistic but I want something that looks good even to the Call Of Duty generation.

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gemini09 said:

Steady is good, but slow could make that totally moot, as like evolution was steady but pretty slow :] But I'm in the same boat as you are. My progress is also inching forward but it's because I hope to be thoughtful with the process.

I hope it's alright to talk a little bit off topic, but my ambition is to design something that's akin to the graphics of a comic book - i.e. something that looks good despite its lack of modern-day graphical depth. It might be [obnoxiously] unrealistic but I want something that looks good even to the Call Of Duty generation.


Not entirely off topic, the wad's free to use for anybody, regardless of project, though off the bat the graphics you speak of sound more like the new Borderlands than good old Doom - its hard to get cartoony out of a low-res engine witha 1:1 pixel/texel ratio. Of course, "cartoony" is a relative word - plenty of projects out there with wildly different styles.

Actually, that 1:1 ratio also makes it hard to make convincing grafitti, or so I found during this little excercise. Sprauy paint varies its line thickness a lot, and the runny bits are usually less than a pixel wide, calling for time-consuming, precision index shading. It turned out alright though, I think. I'll take a break from this before trying to make a map of it though. Maybe finish up the graphics for another new monster.

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