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Post your Doom textures!


Jimmy

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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.

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Posted (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 by SatanaInArte

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Posted (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 by JustAthel

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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.

E6SoiJz.png

Edited by DoomGappy

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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!

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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. 

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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;

Untitled.png.7189b9b23225e68983ee69d87a41c4b2.png

 

Standard small font;

SMALLFONT.png.1c0de1b498be2fe9d10317a23e8fc6b7.png

 

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!

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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

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Posted (edited)
50 minutes ago, ViolentBeetle said:

sqmoose1.png.a18545b5315feebb94a64ca635e6b239.pngsqmoose2.png.a179a60d48a5caf320fa3a381b584b9a.png

SQMOOSE1.png.e7e7e47b70b02d70fabc414ee6098c6d.pngSQMOOSE2.png.e037a6a9823cab0df6f7dbd9e3681e49.pngSQMOOSE1.png.04310ba88d43c8b2265fff61f4e8a559.pngSQMOOSE2.png.867a46d50c6867ce71151d3a22f53a8d.png

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 by The Royal We

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Posted (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 by worldoffood

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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.

WARNSIGN5.png

WARNSIGN1.png

WARNSIGN2.png

WARNSIGN3.png

WARNSIGN4.png

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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?
BRFALL2.png.3efc9a2830bb606ecfb535c3212f0f01.pngBRFALL1.png.52a9b7a39aea9645260aef9327ae936e.pngBRFALL4.png.57ce48ae563acd405ff40e3a903720f8.pngBRFALL3.png.3843f46cdaa61c434b183e30594fd43b.png

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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.

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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.

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Posted (edited)
On 4/27/2024 at 2:15 AM, ViolentBeetle said:

 

WARNSIGN5.png

WARNSIGN1.png

WARNSIGN2.png

WARNSIGN3.png

WARNSIGN4.png

I like these, have a good sense of humor to them.

 

:)

Edited by Arrowhead

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Posted (edited)

image.png.acf2236beacdc068cea0b377712d74fa.png

 

city wall texture

Edited by 8088mph
darkened the little clay

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4 hours ago, ViolentBeetle said:

JzIn8zW.gif

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? 

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4 hours ago, ViolentBeetle said:

JzIn8zW.gif

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. 

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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.

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