YouAreTheDemons Posted November 9, 2022 Tom Hall would be proud! 1 Quote Share this post Link to post
YouAreTheDemons Posted November 10, 2022 I noticed though that the first two front textures for the tall cabinets are repeated, I mistake I assume? 0 Quote Share this post Link to post
ViolentBeetle Posted November 10, 2022 Just now, YouAreTheDemons said: I noticed though that the first two front textures for the tall cabinets are repeated, I mistake I assume? The corporate needs you to find the difference between the two cabinets. 0 Quote Share this post Link to post
XLightningStormL Posted November 11, 2022 7 hours ago, YouAreTheDemons said: I noticed though that the first two front textures for the tall cabinets are repeated, I mistake I assume? Yes, one of the textures loose files were overwritten, resolved now. 1 Quote Share this post Link to post
horselessheadsman Posted November 12, 2022 Doors! Now human-sized for your convenience! (full-color) (doom-palette) Free to use if appropriate credit is given. 12 Quote Share this post Link to post
muumi Posted November 12, 2022 Spooky skies made from AI generated images feel free to use :D 18 Quote Share this post Link to post
ViolentBeetle Posted November 13, 2022 Got a really stupid billboard idea today. Can be used in non-serious city maps or something. Maybe I'll get more stupid ideas. 13 Quote Share this post Link to post
Stabbey Posted November 14, 2022 (edited) On 10/29/2022 at 8:58 PM, muumi said: Some pink re-colorings of vanilla textures in the full beauty of vanilla doom palette! pink firewall (SNIP) Feel free to use! :=) How do you do that re-palleting stuff? Because I've made a texture for lettering. I'm sure someone has probably made one already, but I didn't look through all the pages of this thread. I've got the standard red, of course, but I'd also like the option of different colors, like white, light green, blue, gold, etc. I thought people were using Slade to do that, but it seems like that was only referring to using different palettes entirely. I want to use the standard Doom palette. I don't necessarily want someone to re-pallete it for me, I want to know a good way to do it myself, and I'm sure there is one. Edited November 14, 2022 by Stabbey no need to quote entire post 0 Quote Share this post Link to post
ViolentBeetle Posted November 14, 2022 52 minutes ago, Stabbey said: I thought people were using Slade to do that, but it seems like that was only referring to using different palettes entirely. It's called "Color Remap". Either the first square button on top of the picture view, or from right-click menu. Lets you select ranges of color and apply to different ranges. 0 Quote Share this post Link to post
Stabbey Posted November 14, 2022 (edited) I updated Slade to 3.2.1. It still took a while to find that option. Unfortunately, it seems like it's not as easy-to-use as I was hoping. Oh well, I'll just take some time and plug away until I can figure it out. EDIT: Oh, I didn't realize you can select rows. That helps, although I'll need to do it twice since the bordder colors is too far removed. Edited November 14, 2022 by Stabbey edit 0 Quote Share this post Link to post
ViolentBeetle Posted November 14, 2022 3 minutes ago, Stabbey said: I updated Slade to 3.2.1. It still took a while to find that option. Unfortunately, it seems like it's not as easy-to-use as I was hoping. Oh well, I'll just take some time and plug away until I can figure it out. The ease of its use is proportional to how monochrome the picture is. Red letters should be about as easy as dragging up to 2 rows of colors. 0 Quote Share this post Link to post
Stabbey Posted November 15, 2022 (edited) I hadn't realized at the time that you can select rows, which helps. After a bit of monkeying around with the source to fix some errant pixels which didn't match, I have now successfully made a bunch of variations of the text. The pink one is a little iffy because of the lack of variations on purple-pink. Feel free to use (with credit). I made a reference sheet to quickly find what letter/number/symbol to use. Spoiler 8 * 8 Textures A = 0, 0 B = 16, 0 C = 32, 0 D = 48, 0 E = 64, 0 F = 80, 0 G = 96, 0 H = 112, 0 I = 128, 0 J = 144, 0 K = 160, 0 L = 0, 16 M = 16, 16 N = 32, 16 O = 48, 16 P = 64, 16 Q = 80, 16 R = 96, 16 S = 112, 16 T = 128, 16 U = 144, 16 V = 160, 16 W = 0, 32 X = 16, 32 Y = 32, 32 Z = 48, 32 0 = 0, 79 1 = 16, 79 2 = 32, 79 3 = 48, 79 4 = 64, 79 5 = 80, 79 6 = 96, 79 7 = 112, 79 8 = 128, 79 9 = 144, 79 . = 64, 32 , = 80, 32 ! = 96, 32 : = 112, 32 ; = 128, 32 ? = 144, 32 & = 160, 32 ( = 0, 48 ) = 16, 48 / = 32, 48 \ = 48, 48 " = 64, 48 " = 80, 48 ' = 96, 48 ' = 112, 48 -- = 128, 48 | = 144, 48 # = 160, 48 $ = 0, 62 % = 16, ^ = 32, - = 48, * = 64, + = 80, @ = 96, < = 112, > = 128, = = 144, + = 160, Down Arrow = 176, 0 Up Arrow = 176, 16 Left Arrow = 176, 32 Right Arrow = 176, 48 16 * 16 Textures 0 = 8, 102 1 = 32, 102 2 = 55, 102 3 = 80, 102 4 = 104, 102 5 = 127, 102 6 = 149, 102 7 = 173, 102 8 = 196, 102 9 = 220, 102 % = 195, 80 : = 220, 81 Down Arrow = 227, 60 Up Arrow = 227, 37 Left Arrow = 205, 39 Right Arrow = 204, 59 With that, I was able to make this message fast, without doing any alignment in visual mode. *** And, here's an updated version of my "Countdown" text. It is 96 pixels wide by 2100 pixels tall. When used on a doom mover moving at standard speed, the number changes once a second. The left column is for floor lowering, the right should work for floor raising. If a map format supports a super-tall texture, this can be used to create functional in-game timers. Edited November 15, 2022 by Stabbey tweaks 8 Quote Share this post Link to post
Stabbey Posted November 18, 2022 (edited) I might as well also include a set of 16px letters as well. No pink this time, it just looked bad. These are all free to use with credit. White (Original): Blue: Red: Green: Yellow: Reference Sheet for the 16px letters: Spoiler A = 0, 0 B = 32, 0 C = 64, 0 D = 96, 0 E = 128, 0 F = 160, 0 G = 192, 0 H = 224, 0 I = 0, 32 J = 32, 32 K = 64, 32 L = 96, 32 M = 128, 32 N = 160, 32 O = 192, 32 P = 224, 32 Q = 0, 64 R = 32, 64 S = 64, 64 T = 96, 64 U = 128, 64 V = 160, 64 W = 192, 64 X = 224, 64 Y = 0, 96 Z = 32, 96 . = 64, 96 , = 96, 96 ! = 128, 96 : = 144, 96 ; = 160, 96 ' = 176, 96 / = 192, 96 \ = 208, 96 = 224, 96 EDIT: I'm working on a map which has a bunch of places where an exit sign would realistically go, but that might be confusing, so I'm going to replace it with a running man image. I know there are better versions made by other people, but what the heck. Edited November 18, 2022 by Stabbey added exitman 4 Quote Share this post Link to post
129thVisplane Posted November 23, 2022 a brighter, slightly grimy MFLR8_4 and an ep2 sky edit to match SP_ROCK, made for my icannar.wad remake, and a full height skyless version just for y'all: i have been on a frankentexture roll lately but the majority of it is for my big mod thing so that's secret™ for now, and it's also all optimized for said mod's custom palette. but i guess u can have this simple fence bit and a doompal-converted brick wall based on BRICK5: 17 Quote Share this post Link to post
Stabbey Posted November 23, 2022 The Pain Elemental is based on a recolored Cacodemon. Is there any documentation or guide on what colors in the palette were swapped with other colors? I want to convert Jimmy's CACOBRIK and CACOFLAT into a PAINBRIK and PAINFLAT for a map which uses those two enemies as part of a "two enemy types" restriction. 0 Quote Share this post Link to post
Wadmodder Shalton Posted November 26, 2022 Recreated Iddqd.RU's winter background as a texture. 2 Quote Share this post Link to post
erkyp3rky Posted November 27, 2022 does anyone have a mid texture of a forest silhouette? Spoiler like this, except smaller and with no slopes 2 Quote Share this post Link to post
RDETalus Posted November 27, 2022 (edited) 55 minutes ago, erkyp3rky said: does anyone have a mid texture of a forest silhouette? Lost Civilization has several forest tree line mid textures. All you have to do is convert them to pitch black, or change the brightness of the sector to very low Edited November 27, 2022 by RDETalus 1 Quote Share this post Link to post
erkyp3rky Posted November 27, 2022 39 minutes ago, RDETalus said: Lost Civilization has several forest tree line mid textures. All you have to do is convert them to pitch black, or change the brightness of the sector to very low that's perfect!!! thank you very much 0 Quote Share this post Link to post
BedrockCastle Posted November 27, 2022 Some low-effort recolors I made. I may need to fine tune them a bit (specifically the COMP textures). 1 Quote Share this post Link to post
CherubCorps Posted November 27, 2022 Feather wall. 1st ever wall texture. 7 Quote Share this post Link to post
Lone2401 Posted November 28, 2022 (edited) Some edits for an upcoming project of mine, Tech key markers- Rune key markers...- ...and the corresponding keys...- ...as well as the hud icons (might be too small to see on larger monitors)- A sacrificed Archvile- and a pull chain switch- Edit: Knew I forget something: Sliding split doors- clean: dirty: Edited November 28, 2022 by LoneAlpha2401 23 Quote Share this post Link to post
Desfar Posted November 28, 2022 (edited) Random selection of a few items. I use the vines as linedefs, or as 3d objects that can block progress. Fleshy stuff Rough stone wall Vines Bones in sand Edited November 28, 2022 by Desfar 7 Quote Share this post Link to post
Krankebok Posted November 30, 2022 (edited) Steel lattice/construction textures. Ideal for industrial techbase maps. Edited November 30, 2022 by Krankebok 19 Quote Share this post Link to post
YouAreTheDemons Posted December 1, 2022 Ooooh are they doom paletted? 0 Quote Share this post Link to post
Krankebok Posted December 1, 2022 34 minutes ago, YouAreTheDemons said: Ooooh are they doom paletted? Yes! 1 Quote Share this post Link to post
NiTROACTiVE Posted December 1, 2022 I would like some help regarding converting textures to the Doom palette. I have converted some Hexen 2 textures to the Doom format in Slade as seen below. Most of them turned out fine, but some of them are those I'm not 100% satisfied with. Can anyone please help make some of these textures better in the Doom palette, such as making the blood more visible on the middle texture? 2 Quote Share this post Link to post
NeoWorm Posted December 1, 2022 (edited) Get a program that can manipulate palettes effectively and hand remap the problematic color ranges from HeXen palette to DooM palette. I would recommend Aseprite. You can than save the texture as paletted PNG with bastadized palette and than convert it in slade from existing to DooM. All tones that already exist on DooM palette should remap without any loss and the rest would get approximated. You can also save the palette and than just load it onto other textures to reuse the remapping you have done. Edited December 1, 2022 by NeoWorm 0 Quote Share this post Link to post
ViolentBeetle Posted December 2, 2022 On 12/1/2022 at 6:11 AM, NiTROACTiVE said: I would like some help regarding converting textures to the Doom palette. I have converted some Hexen 2 textures to the Doom format in Slade as seen below. Most of them turned out fine, but some of them are those I'm not 100% satisfied with. Can anyone please help make some of these textures better in the Doom palette, such as making the blood more visible on the middle texture? Some quick and dirty variants. I don't think Doom palette really has color good for dried blood. Also bonus for blooded underlay I used, I think it ended up looking pretty cool. Don't think I can help you with gold, but there's a post upthread with gold flat. 1 Quote Share this post Link to post
DooMAD Posted December 2, 2022 Yeah, Doom definitely seemed to prefer the "fresh blood" aesthetic over the dried, heh. Would either of these be any good? 2 Quote Share this post Link to post
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