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Post your Doom textures!


Jimmy

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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

finalStar.png.7b172dda2e92569639bbdb35d9299912.png

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:

b28bc033-3135-4c93-9493-7eed1996b13a.png.bcd250984ffa249d83975b9ae543a23b.png

You should post that in the Cursed Doom Pictures thread.

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59 minutes ago, kwc said:

Would it be alright to include your demonstrations in the zip?

Yes of course.

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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.  

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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.

 

 B_METL03.png.a7b85c493e59c6e7a642a6c5308cde5b.png B_METL05.png.8a547fef6223e1ca18f4478fb252ffeb.png

Edited by uber

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@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.

295308549_spritesheet(12).png.3bbcee533dfffe2102bde9a96130e410.png

edit: bonus bonus

wall.png.e0cd76b1c7db070f54c46dd4eac852d5.png
 

Edited by kwc

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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?

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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. 

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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.

 

SPIN_B1.PNG.2c9fb6f835aa2c86e600b19b8cca31d6.PNGSPIN_B2.PNG.594b51b3b66407472b96d562b354cbe2.PNGSPIN_B3.PNG.dac3c6b8a6e90a2580ad0fe831b242df.PNGSPIN_B4.PNG.d428f678fd110153341bb4c8da57d6cf.PNGSPIN_B5.PNG.28cc5fff9518b26959381c83b1602848.PNG

SPIN_N1.PNG.8678b62189a0184e75c25a3b0e55e157.PNGSPIN_N2.PNG.bfc73484ccd9481e80fa4ceedd050da4.PNGSPIN_N3.PNG.6b433824bafd6143ccb28f7051884782.PNGSPIN_N4.PNG.9d2e34bfaa2d3b2fad7a276cf2123df8.PNGSPIN_N5.PNG.9a3fb76aff7ac9274b34b8ecaef349ca.PNG

SPIN_S1.PNG.4bab49264044d7c3deaa6c6ee62aab3c.PNGSPIN_S2.PNG.5c468e08d10736de4c90c359b90d379d.PNGSPIN_S3.PNG.275434b031ed222ff44910dd8c587e8d.PNGSPIN_S4.PNG.948760d3108ed2d203d661c2892ce121.PNGSPIN_S5.PNG.5c68b2efb25dfdab3e8ffcfcdc0b6f44.PNG

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Needed some hacky BIGDOOR2 edits to cut the widths down

 

120, 112, 104, 96 px

417881624_spritesheet(13).png.a3688e8bd821967c6a606342bdd97fba.png

Edited by kwc

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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.

COMPSCR3.png.dc2f54c62648e2ca0d13e9138e0170d3.pngCOMPSCR2.png.0a2a7e85bc1fc6d046bd4ce0f5ef748c.pngCOMPSCR1.png.4b79bdb08c479e5ef3dc20510b8e972a.pngCOMPSCR0.png.e9655714881c55800edf68ad315673fc.pngBIGSCRN2.png.edc5dc76e8f432f1ce280acab8ec864e.pngBIGSCRN1.png.aee5cbe02a2959845b6d81941ee0ed67.pngBIGSCRN0.png.5afc736b98253decfa5586cbec39324e.png

 

Fixed the Phobos Anomaly one so that it's spelled right this time. Also made a new screen.

BIGSCRN2.png.5a045cddd6285e6bdd2625a2ffdc52a5.pngBIGSCRN4.png.da79360cef6536ee1faea2772e22a555.png

 

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 by HQDefault

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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.

Y4t2k4z.jpg

Something like that, but in a crater.

 

It would also provide an endless source of domed/doomed puns.

Edited by Gez

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Went ahead and slapped together a large pack of textures/tiles/etc.


Preview of some of the textures and variations:

Spoiler

1311802452_spritesheet(14).png.211ccdfdb3766a5f19e8b472a43b7c9f.png

 

I plan to use these in some of my future edits, but figured they might be useful for you guys too. :)

KWCGNRC1.wad

Updates:

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 by kwc

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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.

Y4t2k4z.jpg

Something like that, but in a crater.

 

It would also provide an endless source of domed/doomed puns.

 

BIGSCRN2.png.19ca6cf9fbfbcd0349f854d9c4556264.png

There was an issue when I was uploading it to Doomworld.

Anyway, this should answer the problem of phobos not having enough gravity

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15 hours ago, kwc 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.

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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

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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 by kwc

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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.

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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.

 

 

 

image.png

image.png

Edited by ukiro

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