DΞLTΛ Posted August 24, 2023 On 8/22/2023 at 5:09 AM, Meerschweinmann said: Some screen variants with double-resolution pictures for the source ports that can handle such resolutions. It can be used as really big screen also as one screen has 256x128 pixels. The graphs, words and frames are still in original DOOM resolution. With the original DOOM textures they look nice when used with a scaling factor of 2 in Ultimate DOOM Builder and are not too highres to be used with the original textures. you don't mind if i borrow those do you? 1 Quote Share this post Link to post
ukiro Posted August 24, 2023 On 8/23/2023 at 12:32 AM, Lina said: Big waterfall texture, 512x256, 32 frames. Use freely with credit.https://cdn.discordapp.com/attachments/923370270926987364/1143672709826494614/LFAL.wad This is the best thing posted on here for years, I need to throw out all OTEX liquid falls now, goddamn. How was this made? 9 Quote Share this post Link to post
Lina Posted August 24, 2023 (edited) 22 minutes ago, ukiro said: This is the best thing posted on here for years, I need to throw out all OTEX liquid falls now, goddamn. How was this made? It's two layers scrolling at 8 and 16 px/f, using screen blending mode + a black overlay for contrast. I made the slower layer by cropping a bunch of photos of waterfalls and airbrushing/collaging them together Spoiler The faster layer is actually one of Makkon's rock textures, mirrored and overlaid with itself. Though looking at it now, it might as well be a crinkled paper texture Spoiler I was actually looking at OTEX waterfalls as a starting point, I've always liked the look of them and wanted a bigger fall with a similar feel Edited August 24, 2023 by Lina pixels per frame, not pixels per second 10 Quote Share this post Link to post
Meerschweinmann Posted August 24, 2023 2 hours ago, DELTA256 said: you don't mind if i borrow those do you? I have posted them here so others can use it. I am happy If someone finds them useful. 2 Quote Share this post Link to post
DoomGappy Posted August 25, 2023 (edited) NUKAGE1 has these two little black spots on an otherwise completely green liquid, probably due to the palette constraints. These are almost not visible, but when I was colorizing stuff for making the liquids I noticed it. So here is NUKAGE1 fixed version, in all green. I just filled the black part with the darkest green. available. As far as I've noticed, this only passed on with nukage 1, 2 and 3 are fine. Maybe I should hit up @Revenant100 for a minor doom texture fixing project.... Edited August 25, 2023 by jo2ukegappy 10 Quote Share this post Link to post
SpaceCat_2001 Posted August 25, 2023 Was playing around with Hues, Saturations and composing several textures into each other. Feel free to use 2 Quote Share this post Link to post
BUYXRAYS Posted August 25, 2023 (edited) This texture is just woodmet without any wood. It was inspired by a sunder texture Edited August 25, 2023 by BUYXRAYS 2 Quote Share this post Link to post
DoomGappy Posted August 26, 2023 (edited) Going to make a set of doors with demon faces on them, I think it's a cool type of texture, especially for using with rooms that only use one enemy or feature one enemy more predominantly (Like the baron and cacodemon rooms in tricks and traps). How does it look? The imp face was based on the mobile doom rpg sprites I found on Spriters resource. Altered a bit, but can't decide which imp head looks better. no lower teeth squarish lower teeth rounded lower teeth Edited August 26, 2023 by jo2ukegappy 12 Quote Share this post Link to post
ShallowB Posted August 26, 2023 That would make a great switch as well. I think no bottom teeth works best, looks more like a decoration and less like a monster’s severed head that way. 2 Quote Share this post Link to post
SpaceCat_2001 Posted August 27, 2023 6 hours ago, jo2ukegappy said: Going to make a set of doors with demon faces on them, I think it's a cool type of texture, especially for using with rooms that only use one enemy or feature one enemy more predominantly (Like the baron and cacodemon rooms in tricks and traps). How does it look? The imp face was based on the mobile doom rpg sprites I found on Spriters resource. Altered a bit, but can't decide which imp head looks better. no lower teeth squarish lower teeth rounded lower teeth It looks for me that its kinda of too wide? Is it wider than 256? 0 Quote Share this post Link to post
DΞLTΛ Posted August 27, 2023 On 8/24/2023 at 8:32 PM, Meerschweinmann said: I have posted them here so others can use it. I am happy If someone finds them useful. doubly so when i recolor them or apply effects on them to make them all glitchy and stuff, or a recolor where the screen is various shades of green, orange, blue, or red 0 Quote Share this post Link to post
Meerschweinmann Posted August 27, 2023 3 hours ago, DELTA256 said: doubly so when i recolor them or apply effects on them to make them all glitchy and stuff, or a recolor where the screen is various shades of green, orange, blue, or red Add whatever you want. I am fine with that. 0 Quote Share this post Link to post
DoomGappy Posted August 27, 2023 7 hours ago, SpaceCat_2001 said: It looks for me that its kinda of too wide? Is it wider than 256? it's 128x256, but maybe 144x256 would make it look more well balanced. Anyways, it's just a mockup for now, focused on other stuff. Just had to make a "model" so I can come back to it later (I am chaotic, and so is my creative process). Here are some of the faces I've made for now already. Really like how the revenant has a creepy smile. 5 Quote Share this post Link to post
SpaceCat_2001 Posted August 27, 2023 3 hours ago, jo2ukegappy said: it's 128x256, but maybe 144x256 would make it look more well balanced. Anyways, it's just a mockup for now, focused on other stuff. Just had to make a "model" so I can come back to it later (I am chaotic, and so is my creative process). Here are some of the faces I've made for now already. Really like how the revenant has a creepy smile. Remove Revenants eyes and it would be perfect 1 Quote Share this post Link to post
DoomGappy Posted August 27, 2023 1 hour ago, SpaceCat_2001 said: Remove Revenants eyes and it would be perfect Looks ominous alright. 4 Quote Share this post Link to post
Faceman2000 Posted August 27, 2023 5 hours ago, jo2ukegappy said: maybe 144x256 would make it look more well balanced I’m assuming you mean 256x144 - if so, don’t go past 128 if you want to keep it vanilla-compatible; any texture over 128 pixels high won’t tile correctly. 1 Quote Share this post Link to post
DoomGappy Posted August 27, 2023 12 minutes ago, Faceman2000 said: I’m assuming you mean 256x144 - if so, don’t go past 128 if you want to keep it vanilla-compatible; any texture over 128 pixels high won’t tile correctly. Thanks, so maybe downsizing the wideness to 192 while keeping the height at 128 might be better. Yes, I changed the x and y dimensions. 0 Quote Share this post Link to post
kwc Posted August 27, 2023 (edited) Making width variants isn’t a poor idea, however the 256x128 version looks fine to me. Have you tried looking at it in-engine, though? Might be worth keeping aspect ratio correction in mind, the texture will inevitably end up stretched 1.2x vertically when viewed in game. The only thing I’d suggest considering is the shape of some of those rivets and if the door faces being stretched is acceptable for you. Aside from that my only crit is, while I think the bold outlining you tend to do with textures is distinct, I can’t help but notice there isn’t much in the way of directional light (edges being lighter on the top and a bit on the left as well). Is this an intentional design choice? I think a lighting pass on these textures would help them complement the base textures and potentially other textures, allowing for more use cases. Edited August 27, 2023 by kwc 0 Quote Share this post Link to post
DoomGappy Posted August 27, 2023 (edited) 44 minutes ago, kwc said: Making width variants isn’t a poor idea, however the 256x128 version looks fine to me. Have you tried looking at it in-engine, though? Might be worth keeping aspect ratio correction in mind, the texture will inevitably end up stretched 1.2x vertically when viewed in game. The only thing I’d suggest considering is the shape of some of those rivets and if the door faces being stretched is acceptable for you. Aside from that my only crit is, while I think the bold outlining you tend to do with textures is distinct, I can’t help but notice there isn’t much in the way of directional light (edges being lighter on the top and a bit on the left as well). Is this an intentional design choice? I think a lighting pass on these textures would help them complement the base textures and potentially other textures, allowing for more use cases. I will have to check them in-game later. Things really tend to look different, especially when you factor iin lighting and alignment too. About the lighting on these textures, yes, I tend to do lighter edges on the upper and left borders and darker edges on the lower and right borders. I sometimes implement other shading techniques a bit, like making this grid look like it's inset. Or adding two different shading tones. to make the bars look more three dimensional. But I'm no pixel artist, just a hobbyist with some cool visions (from my point of view, at least). Also, since I play doom with reshade, I finf that the pixels tend to mix better for a smoother appearence. Here are some shots of what it looks like. It looks better during gameplay, I assure you. I feel like the blended pixels make the textures look more like what they are meant to represent. That's only a personal preference, though. Also, yeah, some of the rivets on that particular door do look kinda big, now that you mention it. Something else to check. Edited August 27, 2023 by jo2ukegappy 1 Quote Share this post Link to post
Meerschweinmann Posted August 28, 2023 (edited) Here are some FLAT14 color variants. Those with "D" in the end are the darker variants. Edited August 28, 2023 by Meerschweinmann 4 Quote Share this post Link to post
ShallowB Posted September 1, 2023 Hey, look who's UAC's Employee of the Month again! Can be used as patches or midtextures. 12 Quote Share this post Link to post
Marcelus Posted September 3, 2023 (edited) Hello people. Do not want bother you in your great topic but I need help and I think here is someone who may help me. I did some hd textures but I want also this textures in doom palette. I pallete them in slade (I try also Gimp) but there is also many artefacts. Please exist some method how properly convert textures on doom palette ? Edited September 3, 2023 by Marcelus 0 Quote Share this post Link to post
Grieferus Posted September 3, 2023 (edited) The easiest variant would be just sticking to the Doom palette. Edited September 3, 2023 by Grieferus 0 Quote Share this post Link to post
plums Posted September 3, 2023 2 hours ago, Marcelus said: Hello people. Do not want bother you in your great topic but I need help and I think here is someone who may help me. I did some hd textures but I want also this textures in doom palette. I pallete them in slade (I try also Gimp) but there is also many artefacts. Please exist some method how properly convert textures on doom palette ? There are different algorithms for converting to a palette that produce different results. In SLADE if you click the gear icon when converting a graphic, you can choose several options for colour matching, including CIEDE 2000 which is usually quite good (but also very slow, make sure to change it back to RGB after you're done or SLADE will try to display all images with CIEDE 2000). There are some other programs I use sometimes as well. GIMP is quite bad, it uses CIE76 which often produces bad results especially with the Doom palette. If you have a lot of colours that aren't in the Doom palette, you might need to edit the image beforehand to make it convert better. Like if you have a lot of really dark reds or light blues, that's not going to look good no matter what tool you use to convert the image. This is an artistic process that varies for each texture, so I can't really give much more in terms of general guidelines. Feel free to post a texture or two you're having problems with. 2 Quote Share this post Link to post
Meerschweinmann Posted September 7, 2023 (edited) EDIT: Deleted the textures, because i made newer ones i posted here: https://www.doomworld.com/forum/topic/143829-the-texture-pack-for-bigdoor-lovers/ Here is my first attempt for a 96pixel wide BIGDOOR with 96 pixels height. Edited April 1 by Meerschweinmann Updated files 13 Quote Share this post Link to post
Craneo Posted September 7, 2023 A custom IoS texture I pitched for a project but wasn't used, credits to: Id Software, HidFan, Emerson Tung, Ceeb feel free to use I guess lol 10 Quote Share this post Link to post
DoomGappy Posted September 8, 2023 16 hours ago, Meerschweinmann said: Here is my first attempt for a 96pixel wide BIGDOOR with 96 pixels height. why do they look so cute 1 Quote Share this post Link to post
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