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Post your Doom textures!


Jimmy

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46 minutes ago, ViolentBeetle said:

I can't use animated texture, but those mountains are better than my version, so I'll use them when the time comes. Do I need to split it in 4 patches, or is 1 enough for limit-removing port? I don't quite understand the rules.

Pretty sure any limit-removing port commonly used today can handle long patches. That image is 200px tall though which is maybe not supported in everything (but might be, I'm not sure) so you might want to resize or crop it.

Edited by plums

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10 minutes ago, plums said:

Pretty sure any limit-removing port commonly used today can handle long patches. That image is 200px tall though which is maybe not supported in everything (but might be, I'm not sure) so you might want to resize or crop it.

Yeah, I cropped both vortex and mountains to fit in 128 px height. And splitting the patches came in handy because it allowed me to shift mountain and put shorter mountains in front of the vortext, for maximum view. Little point in posting it's basically the same as posted before.

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33 minutes ago, StalkerBlade said:

A really ugly tech wall that was only made for testing purposes.

 

mwalls.png.7eeca3b7585f052219332b1502dd2983.png

Does it tile? It doesn't look like it would tile in either direction.

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51 minutes ago, StalkerBlade said:

A really ugly tech wall that was only made for testing purposes.

 

mwalls.png.7eeca3b7585f052219332b1502dd2983.png

 

 

it's like something from fallout. neat.

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I like it, looks really cool and "machinery" like. Quite huge though, will you resize it to 128 x 128?

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2 hours ago, ViolentBeetle said:

Does it tile? It doesn't look like it would tile in either direction.

It tiles on all sides. The top and bottom look a little weird though.

 

1 hour ago, elend said:

Quite huge though, will you resize it to 128 x 128?

Sure, here you go.

mwall.png.065c404f9bda9378120b53e32f8c520d.png

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The top left part of that wall looks like the top of a hard drive. ;) Would look interesting with similar textures in a big computer room or something.

 

@Jimmy Nice looking grill flats.

Edited by Doom_Dude

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On 7/7/2020 at 6:49 AM, Nootrac4571 said:

 

the horrible dithering is an artifact of the .gif - the image sequence looks a lot better (although not perfect)

 

 

 

Can do! (excuse the dithered gifs again, bloody Adobe Media Encoder and its patchy .gif support)

 

Here are the frames for both, with truecolour and Doom palettized versions (although the Doom palettized versions aren't perfect; it's a dark art!)

 

https://www.dropbox.com/s/1s3dmeuj4pqdbp7/Swirly sky png frames.zip?dl=0

 

Please feel free to do whatever you like with them!

 

 

swirly sky clean.gif

swirly sky mountains.gif

Wait, so its possible to have an ''animated'' skybox in Doom?

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1 minute ago, Endless said:

Wait, so its possible to have an ''animated'' skybox in Doom?

Yes, ZDoom supports proper skyboxes.

 

Even in Boom, you could have scrolling skies, which may count as animated.

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Just now, TheNoob_Gamer said:

Yes, ZDoom supports proper skyboxes.

 

Even in Boom, you could have scrolling skies, which may count as animated.

For the love of god I cant recall a wad using one, maybe my memory is failling, could you give me an example ?

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1 minute ago, Endless said:

For the love of god I cant recall a wad using one, maybe my memory is failling, could you give me an example ?

Hmm, maybe have a look at PSX Doom TC with burning sky.

 

For the scrolling skies, check out "Halo of Flies" from Mayhem 2020.

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@Doom_Dude those are cool but I feel like some of the indentation should be in the middle on the 256px wide doors, otherwise it still looks a little like two doors fused into one.

 

This also makes me realize that I don't really know what those indents are supposed to be. Does the UAC just put random pits in their doors?

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My first-ever try at rendering textures out of 3D texture stuff made in Blender. It needs a little more "texture" to the bricks, as they look a little too flat and smooth at the moment (got kind of a plasticine Diablo 1 vibe, hehe), but not bad at all for something that can be exported in just a few minutes.

 

What I'm actually truly interested in is using Blender to export complex grout patterns that can be easily overlayed on different base stone textures to create a bunch of brick wall variations on the fly.

untitled.png

 

EDIT: @Doom_Dude I am in love with those doors.

Edited by Gifty

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4 hours ago, Doom_Dude said:

So I was remastering my megawad when I decided I wanted a 256 wide tech door. How many times have ye played somebody's map and the guy didn't have a 256 wide door, so one of the 128's gets placed on a 256 long wall and it looks like... well two doors. I actually made one about 5 years ago but it turns out I don't like it much anymore. So I took the brown tech door and tiled it, then took out parts on one side or the other to reduce the repetition, then added rust streaks, fixed pixels, etc... Then with Paint Shop Pro adjusted the hue map to get a gray version, then a green. I noticed with the green one, the first attempt gave me green streaks where the rust was, so then I attempted to make a darker gray version with the green streaks and ended up with green danger stripes as well. That should look good in a nukage plant or something. So that being the case I wanted a 128 door to go with that version. Then I also wanted those two, to also have yellow danger stripe versions too. Then I spotted a door I made years ago for Vilecore 2 that was made for Coop areas but I stopped adding Coop stuff because it was too much xtra work, so that got ripped out and the door remained, which I fixed up because it needed work. Oh I'm rambling again and it's time to hit the sleep chamber.

door_a01.png.bbb0e81a11344838c59cd785c988f31a.pngdoor_a02.png.0d03f05db3d7ffd9d2526e729c81a436.pngdoor_a03.png.52b27968795bdd7ca2ac6e011f6631f9.pngdoor_a04.png.911028bf730e5bb853471cc19d4344f5.png

door_a05.png.e1f6157211359bb969118a64cd74753c.pngdoor_a06.png.6d6d69d775cf6f74b67adb527d11cb3b.pngdoor_a07.png.12788b3276b86292e6986647dc54214a.pngdoor_cp1.png.42710f42ca5111612a1796bf288db1a2.png

That's all I have for today. :D

Oh yes baby, I was just about make a door with a spider mastermind behind it. Maybe it's time to finally add some custom textures.

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4 hours ago, Gifty said:

My first-ever try at rendering textures out of 3D texture stuff made in Blender.

 

@Gifty That wall looks interesting. I never thought to do that in Blender... actually I never got around to installing Blender despite downloading it on various occasions.

 

3 hours ago, ViolentBeetle said:

Oh yes baby, I was just about make a door with a spider mastermind behind it. Maybe it's time to finally add some custom textures.

 

Go for it. I used one of them in a crate warehouse and I have to say, I like it. :D

 

4 hours ago, plums said:

@Doom_Dude those are cool but I feel like some of the indentation should be in the middle on the 256px wide doors, otherwise it still looks a little like two doors fused into one.

 

This also makes me realize that I don't really know what those indents are supposed to be. Does the UAC just put random pits in their doors?

 

Hmm, how about this...

door_a08.png.b59dfa846cc5025a57361ccbe83f3b00.png

 

I also have wondered why UAC doors have all these indents and weird red parts and access panels. lol

 

Bonus door appeared.

door_a09.png.7e64427b87a255c6bae7d3f8efe1d4b7.png

Edited by Doom_Dude

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10 hours ago, Endless said:

For the love of god I cant recall a wad using one, maybe my memory is failling, could you give me an example ?

 

You can have animated skies on Boom. 

 

Eradrop's skies. Also animated.

 

Map16 uses Eradrop's animated sky:

 

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12 hours ago, Doom_Dude said:

So I was remastering my megawad when I decided I wanted a 256 wide tech door.

 

Lovely stuff!

 

I was wondering how the 256-wide doors might look with longer warning strips along the bottom, and knocked up these slight variations:

 

 

giantdoor.png

giantdoor2.png

giantdoor3.png

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Just had a thought: the swirly sky could make a good base for portal textures, to replace those ones which everyone always rips from Hexen.

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@Gifty Doesn't look too bad layered onto RW22_2

 

 

 

rw22overlat.png

 

Speaking of doors, here's a frankendoor I made recently. It's pretty sloppy, but it'll probably be a while before I get around to fixing it.

 

 

bigoldoorrst0.png

Edited by Smouths

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@Smouths Looks good! Better than my initial try. 

 

Having another go at it, this one's a little better. Still haven't found the right workflow for exporting the grout lines in an easy plug-and-play way. I think I'll need to mess with Blender's material nodes a little more. I feel like if I can crack this, I'll have the ability to make tons of brick wall textures on the fly really easily. And considering that I'm *cough*workingonagame*cough* that would be a huge boon.

untitled.png

Edited by Gifty

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Not at all what I was going for with @Gifty's texture template, but it looks OK?

 

JtxEixq.png

 

Some others that are kind of shit but could work in the right setting maybe

 

cn5BSf9.png     Rzjthaw.png

 

 

edit: @Doom_Dude I played with offsetting the interior of the door a bit. I like your take on it too though.

 

FQkcN7G.png

 

Edited by plums

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@plums I'm actually really liking that black one, it gets rid of that smooth plasticky look my original had.

 

It's getting closer! Got my friend who uses Blender for a living to help me out. The grout gaps need to shrink a little, and I need to deform the bricks more so they look more realistically worn. I'm slowly but surely homing in on a good setup.

3.gif

Edited by Gifty

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Sorry, one more. What I'm really digging about this workflow is that everything so far has been done without touching a single pixel by hand--it's all been lever pulling and knob twiddling. Not trying to sound full of myself, just super excited. :D (naturally it WILL need to be touched by hand if it's going to be used for anything--I haven't even thought about tiling yet, just getting the basics down)

3.png

Edited by Gifty

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Looks pretty good @plums and @Nootrac4571.

 

I also took a shot at the @Gifty wall. First I had to straighten out the window. :p I also made variants without the window, a pillar and a general flat and a tiled floor and a trim / step front..

gfy001.png.7ed6e18abb1c8a837b648d3b91355a62.pnggfy006.png.d38c5552c08af9d77a3636e133cf1b8b.pnggfy002.png.239551d0af329874b46efda7545270c2.pnggfy003.png.391a266bd95e5c5530e857f726ae3cfc.pnggfy004.png.0c35a7540c49aa88fc4b28a231caffa8.pnggfy005.png.f7ad31747ab8555c451506d23811a4a5.png

gflat_01.png.2c3efdac26e6edf12434b94bedb2966a.pnggflat_02.png.d1c3333a68fc2bcc17c9763b3c217b82.pnggft02.png.6038fd70126652ee7c5bfddc3c3e8046.png

 

[edit] Added a stained glass version.

Edited by Doom_Dude

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@Gifty Yes, looking really nice. Trying to avoid as much pixel pushing by hand as possible is the only way to go, if you are not a) a student anymore with a ton of time or b) working on this at work, while earning money. GOTEX when?!

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