SatanaInArte Posted April 19 On 4/17/2024 at 7:08 PM, Donowa said: i think you should try making the image black and white, converting it to doom palette, and then using slase's color remap tool to make it look better in the doom palette. often times just converting unedited photos to the doom palette doesn't make for the best looking results I tried but it seems like once b/w the picture can't be recolored again. It just stays b/w. 0 Quote Share this post Link to post
SatanaInArte Posted April 19 (edited) 22 hours ago, Scypek2 said: @SatanaInArte's sky came out surprisingly well, all things considered! Probably thanks to the gray clouds taking up most of the space, and making the blue bits look okay even when they're flat. When I tried to apply the Doom palette on GIMP, it looked like crap. When I converted it on Slade3 it was a big improvement. The result was exactly the one you're looking at and I don't think it looks bad. @plums Wohooah! I didn't think about that. Now it's completely seamless! Nice job! :D Edit: Sorry about the double posting. I forgot to multiquote. Edited April 19 by SatanaInArte 0 Quote Share this post Link to post
JustAthel Posted April 20 (edited) Hey guys! I've been interested in this thread for a good while now. Looking back at this thread's rather extensive history, I found only one WAD that tried to compile every texture that was posted (MISCTEX.wad, the latest being from April 2020), so for the past month, I took it upon myself to download as much as I could from this thread and compile it, partially for historic interest, mostly to make it easy for those interested to just load up the WAD(s) and use what they'd like. If this sort of thing isn't alright, I'd be glad to take the files down. I just thought I'd upload what I have so far here since SLADE's starting to get pretty buggy with every little edit I try to make on this thing. A credits lump is included in the first WAD file, and the textures are placed alphabetically based off each contributor's display name on here. I have most of the Doom fitting textures from this thread up until page 110-ish. Soon, I'd like to get the other (as-of-writing) 30 pages worth of stuff implemented, as well as merging all of the files that were sent in this thread as well, including any missing textures that are in MISCTEX.wad. I think I got all the animated textures working, there is no SWITCHES lump yet since I don't know how that works exactly, and a few patches aren't loading up in UDB for me, but it's 99.5% functional as is! Again, if there's anybody who doesn't want their textures in this WAD, please do let me know and I'll gladly fix it! [oh and its called PYDD because, uh.. typo. Pretend it means "Post Your Doom Details" or something like that! PYDDTEX sounds pretty catchy ngl...] pyddwall.wad (93mb) (note that the ANIMATED lump for both walls and flats are in this WAD!) pyddflat.wad (3.6mb) Edited April 20 by JustAthel 8 Quote Share this post Link to post
DoomGappy Posted April 20 (edited) 18 hours ago, JustAthel said: Hey guys! I've been interested in this thread for a good while now. Looking back at this thread's rather extensive history, I found only one WAD that tried to compile every texture that was posted (MISCTEX.wad, the latest being from April 2020), so for the past month, I took it upon myself to download as much as I could from this thread and compile it, partially for historic interest, mostly to make it easy for those interested to just load up the WAD(s) and use what they'd like. If this sort of thing isn't alright, I'd be glad to take the files down. I just thought I'd upload what I have so far here since SLADE's starting to get pretty buggy with every little edit I try to make on this thing. A credits lump is included in the first WAD file, and the textures are placed alphabetically based off each contributor's display name on here. I have most of the Doom fitting textures from this thread up until page 110-ish. Soon, I'd like to get the other (as-of-writing) 30 pages worth of stuff implemented, as well as merging all of the files that were sent in this thread as well, including any missing textures that are in MISCTEX.wad. I think I got all the animated textures working, there is no SWITCHES lump yet since I don't know how that works exactly, and a few patches aren't loading up in UDB for me, but it's 99.5% functional as is! Again, if there's anybody who doesn't want their textures in this WAD, please do let me know and I'll gladly fix it! [oh and its called PYDD because, uh.. typo. Pretend it means "Post Your Doom Details" or something like that! PYDDTEX sounds pretty catchy ngl...] pyddwall.wad (93mb) (note that the ANIMATED lump for both walls and flats are in this WAD!) pyddflat.wad (3.6mb) I admire the effort, and hereby give permission for you to use all of my textures, if you want. This is a great effort. I was looking at the textures and found this one which is somewhat broken, where its counterparts are not. It's texture 4606, SP_HOT4B, by ShHIBAINU, I think. Snak8_3 and Snak8_5 by the same author also have some slight offset on the eye button. So do NSW1 and NSW2. Also, why didn't you put all textures and flats in the same file? Not judging, just curious. Edited April 20 by DoomGappy 2 Quote Share this post Link to post
JustAthel Posted April 20 Ooo, good catch! I think that might be with the image file itself, actually. I'll take another look at the images and make some edits where I can. As for why I didn't put them in one wad (yet), it was easier for me to organize them separately. I could just easily Ctrl+A and convert all the images to flat format. I'll take care of that in the next release! 0 Quote Share this post Link to post
DoomGappy Posted April 20 2 minutes ago, JustAthel said: Ooo, good catch! I think that might be with the image file itself, actually. I'll take another look at the images and make some edits where I can. As for why I didn't put them in one wad (yet), it was easier for me to organize them separately. I could just easily Ctrl+A and convert all the images to flat format. I'll take care of that in the next release! No, I think it may be easier to have them separated due to the sheer ammount of textures you're having to organize. I still appreciate the effort and will keep on reporting if I found any other scuffed textures. 1 Quote Share this post Link to post
horselessheadsman Posted April 21 "So instead of the chainsaws we ordered, we got all these magazines instead. What are we even supposed to do with- JOHNSON! Get your hands off that issue of 'PIXELS'! I'm reading it first!" Magazines for all your decorating purposes!(though it might stand out if the map's inhabitants can't read) Admittedly, these are really only useful if used in a port with texture-scaling so they look magazine-sized instead of poster-sized, and DECORATE to use the actor flag FLATSPRITE to save spending time editing them into other textures(or preventing all magazines from apparently being obsessedly-straightened) -credits list- Spoiler Editted together by Horselessheadsman uses material from: MAGZA0 - by AndDe14 via Pixabay MAGZB0 - by Clker-Free-Vector-Images via Pixabay, by OpenClipart-Vectors via Pixabay MAGZC0 - by Clker-Free-Vector-Images via Pixabay, by Pexels via Pixabay, by Mint_Foto via Pixabay MAGZD0 - by geralt via Pixabay MAGZE0 - by cocoparisienne via Pixabay MAGZF0 - by 逆戟しゃち via Pixabay MAGZG0 - by 95C via Pixabay MAGZH0 - by 23147188 via Pixabay MAGZI0 - by Todd Trapani from Pexels-com MAGZJ0 - by OpenClipart-Vectors via Pixabay MAGZK0 - by OpenClipart-Vectors via Pixabay, by MostafaElTurkey36 via Pixabay MAGZL0 - by PrompterMalaya via Pixabay, by Ronile via Pixabay MAGZM0 - by Aynur_zakirov via Pixabay MAGZN0 - by camiladenleschi (Camila Denleschi) via Pixabay MAGZO0 - by Pavel Danilyuk from Pexels-com MAGZP0 - by AdisResic via Pixabay, by Parker_West via Pixabay, by geralt via Pixabay MAGZQ0 - by Ivan Samkov from Pexels-com MAGZR0 - by Erik Mclean from Pexels-com MAGZS0 - by PringleChampion from TheSpritersResource-com, by SonicMarioMan123 from TheSpritersResource-com MAGZT0 - by RDNE Stock project from Pexels-com Free to use if appropriate credit is given. texture-sheet Spoiler Download for cut-apart version: https://drive.google.com/file/d/1rErPaH5_kUrZuqhbr_rsmFR5V7VsULxm/view?usp=sharing 16 Quote Share this post Link to post
old robot 90 Posted April 21 (edited) love the look of all these and what programs do you all use Edited April 21 by old robot 90 0 Quote Share this post Link to post
ViolentBeetle Posted April 22 Just a surreal billboard. The joke isn't new, maybe I can modernize it somehow. 14 Quote Share this post Link to post
Oxyde Posted April 22 This is not a texture per say, it's a font, but it could be used in textures! And there's somehow two of them! STBAR Numbers; Standard small font; It looks atrocious in-game, be warned. I was inspired by Dragonfly's font in Eviternity and thought that I could make my own. It's not a particularly difficult thing to do, making it look good is the true challenge. I'm even more disappointed in the looks of this font seeing that Dragonfly was able to make a good looking font that is only 7px tall. This one is 10px ans looks awful. :( Feel free to use! 14 Quote Share this post Link to post
Heretic926 Posted April 24 (edited) Recently, I found myself making various edits. I didn't plan on doing any graphics, but here I am! I was checking the unused Doom textures, and one flat caught my attention because it looked like some sort of crate, so I decided to turn it into one (the original graphic is in the top left corner): They even have their own numbers! After I made them, I recalled that TNT has custom crates, so I quickly made some edits. And corresponding flat, naturally. Feel free to use with credit. P.S.: Numbers are taken from Recolored Doom pack by Nick Baker, so props to him. Edit: found out that wide crates are one pixel wider than they should be, now they're fixed. Edited April 25 by Heretic926 27 Quote Share this post Link to post
SatanaInArte Posted April 25 On 4/21/2024 at 4:58 AM, old robot 90 said: love the look of all these and what programs do you all use I use GIMP for both sprites and textures 0 Quote Share this post Link to post
ViolentBeetle Posted April 27 I've been amusing myself with image generation and then attempted to turn the result into a texture. Original result was monochrome and I tried to tint it somehow into style of an old photograph but not sure if it's working. It kinda looks like something from the time where color wasn't invented yet. 17 Quote Share this post Link to post
The Royal We Posted April 27 (edited) 50 minutes ago, ViolentBeetle said: I've been amusing myself with image generation and then attempted to turn the result into a texture. Original result was monochrome and I tried to tint it somehow into style of an old photograph but not sure if it's working. It kinda looks like something from the time where color wasn't invented yet. That would have terrified me as a child in any game. I think it does today, even without being in a game. Edited April 27 by The Royal We 3 Quote Share this post Link to post
worldoffood Posted April 27 (edited) A while back I went through and catalogued all the custom textures of the Descent community. https://drive.google.com/drive/folders/1C2EWRNWzImyww7CoyxYK44NwnmMgIAD0?usp=sharing Everything is 64x64 .bmp cuz that's what Descent uses, but that's pretty easy to tile into Doom. Especially if you're using flats. Check it out, there's some pretty interesting stuff in there. Edited April 27 by worldoffood 4 Quote Share this post Link to post
ViolentBeetle Posted April 27 Some warning signs that follow the pattern on the gray texture. Maybe I should try and make them more uniform, but it's kinda hard to do without making them huge. 9 Quote Share this post Link to post
Mathos Posted April 27 Here are some brown falls that might be way too green and somebody else 100% did a better job at making them than me. Also could anyone tell me how to make them animated? 1 Quote Share this post Link to post
Burgish Posted April 28 Quote Also could anyone tell me how to make them animated? If you replace the vanilla doom textures that are already animated by giving them the same name (ex: FIREBLU), like the other falls and a few others, they will animate automatically. That's the easiest (tho not always best) way to get an animated textures into a mod. They look good! Can't have too many falls variants. 1 Quote Share this post Link to post
ViolentBeetle Posted April 28 12 hours ago, Mathos said: Also could anyone tell me how to make them animated? That depends on format. As Burgish said, the vanilla has them simply hardcoded and will cycle through textures between those with certain names, but BOOM supports ANIMATED lump that allows you define your own sequences. I think SLADE lets you import one that also has vanilla definitions, but I forgot how. UDMF has its own system I know nothing about. 0 Quote Share this post Link to post
NeilForshaw Posted April 29 45 minutes ago, Ganbare-Lucifer said: That chess board edit looks great. Secret of Mana themed doom wad coming? 2 Quote Share this post Link to post
Arrowhead Posted April 29 (edited) On 4/27/2024 at 2:15 AM, ViolentBeetle said: I like these, have a good sense of humor to them. :) Edited April 29 by Arrowhead 0 Quote Share this post Link to post
Ganbare-Lucifer Posted April 29 14 minutes ago, NeilForshaw said: That chess board edit looks great. Secret of Mana themed doom wad coming? Yes it is 4 Quote Share this post Link to post
8088mph Posted May 1 (edited) city wall texture Edited May 1 by 8088mph darkened the little clay 13 Quote Share this post Link to post
ViolentBeetle Posted May 2 I wanted to do sort of "Holographic futuristic police line". I'm still not particularly satisfied, but at least it's something. arrow.zip 8 Quote Share this post Link to post
Wo0p Posted May 2 4 hours ago, ViolentBeetle said: I wanted to do sort of "Holographic futuristic police line". I'm still not particularly satisfied, but at least it's something. arrow.zip To be fair that looks pretty nice already :O Have you taken a look at it ingame with some transparency added in the linedef? 0 Quote Share this post Link to post
DoomGappy Posted May 2 4 hours ago, ViolentBeetle said: I wanted to do sort of "Holographic futuristic police line". I'm still not particularly satisfied, but at least it's something. arrow.zip I guess you could slow down the scrolling so people can read it better. 1 Quote Share this post Link to post
ViolentBeetle Posted May 2 24 minutes ago, Wo0p said: Have you taken a look at it ingame with some transparency added in the linedef? No, I keep being lazy about it and creating animation definition. I probably should, though currently my Dooming time is dedicated to a different thing. 0 Quote Share this post Link to post
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