DSC Posted August 27, 2020 On 8/22/2020 at 10:48 PM, HQDefault said: I was fucking around with a free AI upscaling program and found that you should absolutely never go cheap on this sort of thing because this looks friggin disgusting This is the result of me upscaling from 128 to 256, messing with it a bit and removing the artifacting, then upscaling it again to 512, and then messing with it a pit more. It looks bad. But it's still better than the result of what happened when I tried to upscale it to 512 straight: You should post that in the Cursed Doom Pictures thread. 0 Quote Share this post Link to post
Gez Posted August 27, 2020 59 minutes ago, kwc said: Would it be alright to include your demonstrations in the zip? Yes of course. 2 Quote Share this post Link to post
DooMAD Posted August 27, 2020 6 hours ago, Fuzzball said: So many awesome textures and things being pushed out lately by the community- sorry I've not been part of that anymore... No apologies required. Quality over quantity any day. The stuff you did post was great. 6 Quote Share this post Link to post
uber Posted August 28, 2020 (edited) A couple of wall textures with blue accents (how unexpected!), based on Agaures' green versions but with different shading. Not 100% satisfied so far, probably going to tweak them further, but I figured some of you might be interested. Should be pretty easy to recolor them if needed. Edited August 28, 2020 by uber 7 Quote Share this post Link to post
Gifty Posted August 29, 2020 (edited) Tried making a weird warped brick texture in Substance Designer. Excited to see what else this thing can do! Edit: Goddamn, I am really digging this thing. You're able to preview at 128x128 at any step of the process, so there's a LOT less guesswork involved when tweaking a material for retro-game usage. Here's couple more bricks that can be taken as freebies. Edited August 29, 2020 by Gifty 15 Quote Share this post Link to post
Hitboi Posted August 29, 2020 (edited) @Gifty should be the crowned King or Queen of the PyDt Thread! Edited August 29, 2020 by HitBoi64 2 Quote Share this post Link to post
Gifty Posted August 29, 2020 (edited) Another rock from Substance Designer. Free to use! Edited August 29, 2020 by Gifty 11 Quote Share this post Link to post
Smouths Posted August 29, 2020 (edited) smolbrix Catastro-traks 128x64 crates Last hurrah of that circle- next one will be more symmetrical Some more metal walls Edited August 30, 2020 by Smouths 19 Quote Share this post Link to post
kwc Posted August 30, 2020 (edited) @Smouths Damn dude, those look great! Small update, finally starting to work on proper wall textures My first attempt, shaded and unshaded, and some bonus obligatory hazard trims. edit: bonus bonus Edited August 30, 2020 by kwc 13 Quote Share this post Link to post
jakedoll360 Posted August 30, 2020 (edited) Edited September 1, 2020 by jakedoll360 9 Quote Share this post Link to post
HQDefault Posted August 30, 2020 Okay I'm trying to make a texture for one of those big, spinning, metal fan things they use in factories to push water around. But I can't find any good reference images and I don't know what their actual name is. Does anyone either A: Know what I'm talking about and can tell me their real name, or better yet, B: Have a texture that I can use for that on-hand? 0 Quote Share this post Link to post
Smouths Posted August 30, 2020 @HQDefault these? https://en.wikipedia.org/wiki/Water_turbine 1 Quote Share this post Link to post
HQDefault Posted August 30, 2020 4 minutes ago, Smouths said: @HQDefault these? https://en.wikipedia.org/wiki/Water_turbine I'm not sure that's exactly what I was thinking of, but that's close enough. Thank you. 0 Quote Share this post Link to post
Gifty Posted August 30, 2020 Does anyone here have experience with creating animated gradients for fake volumetric light effects? Been trying to make light shafts with little dancing waves/specks of dust in them but this is an area that's new to me. 0 Quote Share this post Link to post
HQDefault Posted August 30, 2020 Well, here's the result of that water turbine thing. I might see if I can get someone who knows a bit more about texturework to re-do these, because it's a little too obvious that these are just photos crudely mashed together, but at least as a placeholder it gets the job done. 7 Quote Share this post Link to post
Gifty Posted August 30, 2020 More free bricks! (Sorry, some day I will make something that is not bricks) 8 Quote Share this post Link to post
kwc Posted August 31, 2020 (edited) Needed some hacky BIGDOOR2 edits to cut the widths down 120, 112, 104, 96 px Edited August 31, 2020 by kwc 12 Quote Share this post Link to post
HQDefault Posted August 31, 2020 (edited) On 8/4/2020 at 2:00 AM, HQDefault said: I like making textures with the attempt to expand upon the vanilla appearance. Here's some computer stuff I was messin around with, continuing my mild obsession with adhering to Doom's color palette. Fixed the Phobos Anomaly one so that it's spelled right this time. Also made a new screen. At least I'm assuming they're trying to terraform it. The skybox has an awful lot of greenery and... y'know... atmosphere for something like Phobos. I know a lot of modern re-interpretations of Episode 1 get rid of that and just make it so you're looking up into space (Even Doom Eternal did this), but I never really liked that. I always liked the idea that the UAC fixed up the moon so you could step out and breath the air on it. Edited August 31, 2020 by HQDefault 9 Quote Share this post Link to post
Gez Posted August 31, 2020 (edited) I don't see your fixed texture. It gives a 404 error. Realistically Phobos and Deimos are far too small to retain an atmosphere (I mean they're not even big enough to have their own gravity squashing them into a spherical shape). A terraforming project would first have to solve that, probably by building a big dome above a crater. Something like that, but in a crater. It would also provide an endless source of domed/doomed puns. Edited August 31, 2020 by Gez 6 Quote Share this post Link to post
kwc Posted August 31, 2020 (edited) Went ahead and slapped together a large pack of textures/tiles/etc. Preview of some of the textures and variations: Spoiler I plan to use these in some of my future edits, but figured they might be useful for you guys too. :)KWCGNRC1.wadUpdates: Spoiler v1.1 Added Flats Updated Texture & Patch definitions to include Doom 2 content Adjusted all non-p2 tile variation sizes to be 128x128 Edited September 1, 2020 by kwc 9 Quote Share this post Link to post
HQDefault Posted August 31, 2020 1 hour ago, Gez said: I don't see your fixed texture. It gives a 404 error. Realistically Phobos and Deimos are far too small to retain an atmosphere (I mean they're not even big enough to have their own gravity squashing them into a spherical shape). A terraforming project would first have to solve that, probably by building a big dome above a crater. Something like that, but in a crater. It would also provide an endless source of domed/doomed puns. There was an issue when I was uploading it to Doomworld. Anyway, this should answer the problem of phobos not having enough gravity 2 Quote Share this post Link to post
SlayerOGames666 Posted August 31, 2020 Edit of the SP_BLOD1 with the Skulltag Hell knight. 7 Quote Share this post Link to post
WH-Wilou84 Posted August 31, 2020 15 hours ago, kwc said: KWCGNRC1.wad Nice work kwc, thanks for sharing these with us ! Some textures are 128 x 120 pixels though. "Correct" dimensions for textures would be powers of 2 (e. g. 16, 32, 64, 128, 256, etc.), although modern ports could be more lenient on the matter. 0 Quote Share this post Link to post
HQDefault Posted August 31, 2020 30 minutes ago, WH-Wilou84 said: Nice work kwc, thanks for sharing these with us ! Some textures are 128 x 120 pixels though. "Correct" dimensions for textures would be powers of 2 (e. g. 16, 32, 64, 128, 256, etc.), although modern ports could be more lenient on the matter. From my experience with GZDoom you can shove whatever resolution of texture you want at it and it'll be like, "17 x 349? OK chief, can do." But yeah if you're developing for like Boom or something that is gonna be an issue 0 Quote Share this post Link to post
kwc Posted August 31, 2020 (edited) 1 hour ago, WH-Wilou84 said: Nice work kwc, thanks for sharing these with us ! Some textures are 128 x 120 pixels though. "Correct" dimensions for textures would be powers of 2 (e. g. 16, 32, 64, 128, 256, etc.), although modern ports could be more lenient on the matter. Ah yes, there is a series of tiling variations that repeat by 24, so like, 8x24px tiles, 16x24px tiles, 24x128px tiles, and so I cropped the textures accordingly. I was of the understanding that anything below 256x128px was fair game, or is that just the case when patches are put together?I've been messing with these and testing with Crispy & prBoom+ and things are fine so far. Edit: I see it now, seems to be an issue with width, vertical tiling is fine My aim is to make these as compatible as possible, so if anyone has any tips on making 24px tiles, well, tile, (functionally or aesthetically) let me know :) Edited August 31, 2020 by kwc 1 Quote Share this post Link to post
Gez Posted August 31, 2020 1 hour ago, WH-Wilou84 said: "Correct" dimensions for textures would be powers of 2 (e. g. 16, 32, 64, 128, 256, etc.), although modern ports could be more lenient on the matter. Powers of two are a limitation of GL ports on early GL cards. Doom's software renderer is perfectly happy with non-power-of-2 texture dimensions (except that vertical tiling happens every 128 texels). And modern GL chipsets can also handle npo2 textures just fine. However it's generally more convenient to everyone to have tiling patterns happening on powers of 2 so the textures are easier to align with the grid. 1 Quote Share this post Link to post
Gifty Posted September 1, 2020 Vines, viscera, or some kind of mystery smear? 8 Quote Share this post Link to post
ukiro Posted September 1, 2020 (edited) You can do 24 px stuff if you then pad with an 8 px bit to get the total to 128. To toot my own horn, there's some stuff in OTEX that does this. Edited September 1, 2020 by ukiro 14 Quote Share this post Link to post
HQDefault Posted September 1, 2020 I was messing around with modifying some HL1 textures and found this sick dude on a surfboard So anyway now we have this 5 Quote Share this post Link to post
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