Geodesic Dome Enthusiast Posted March 19, 2022 12 minutes ago, Faceman2000 said: Looks very Perdition’s Gate-esque! @Geodesic Dome Enthusiast, are those runes taken from the Doom Alpha powerup vases? IDK, I got them from a font called "Lovecraft's Diary." 1 Quote Share this post Link to post
kwc Posted March 20, 2022 Here's another grab bag, apologies in advance. A 256-wide version of my garage door from a while back. This is a darker/dirtier bigdoor variant made with merging that clean bigdoor variant from cc4 + I believe a rusty version of a bigdoor by cage and a few changes of my own. Needed a vault-ish door, DN3D had one, made a number of changes. A bunch of graffiti, first three are derived from the Streets of Rage series, the latter are mostly from the Tony Hawk series although I woefully lost track, to be honest. 26 Quote Share this post Link to post
Shibainumaster Posted March 20, 2022 Memento Mori pentagram flats turned into a wall texture:. 22 Quote Share this post Link to post
ViolentBeetle Posted March 20, 2022 1 hour ago, Shibainumaster said: Memento Mori pentagram flats turned into a wall texture:. Gave me an idea to make it pulsate And also make a blue variant 34 Quote Share this post Link to post
DevilMyEyes Posted March 20, 2022 Did a flat texture from @Jimmy 's grass pic source image: 20 Quote Share this post Link to post
ShallowB Posted March 21, 2022 5 hours ago, DevilMyEyes said: Did a flat texture from @Jimmy 's grass pic Did @Jimmy's grass pic from your flat texture 47 Quote Share this post Link to post
horselessheadsman Posted March 21, 2022 Anyone whose ever had to deal with shipped boxes knows the information you're looking for is on the side facing away from you. 13 Quote Share this post Link to post
Shibainumaster Posted March 21, 2022 10 hours ago, ViolentBeetle said: Gave me an idea to make it pulsate And also make a blue variant Ayy! awesome. 0 Quote Share this post Link to post
Wadmodder Shalton Posted March 22, 2022 (edited) Here's two covers that I converted to Doom's color pallete. Edited March 22, 2022 by Wadmodder Shalton 4 Quote Share this post Link to post
ChopBlock223 Posted March 22, 2022 On 3/20/2022 at 7:42 PM, ViolentBeetle said: Gave me an idea to make it pulsate And also make a blue variant Now cut them up into tiles again! 2 Quote Share this post Link to post
Bengaltiger1 Posted March 22, 2022 4 hours ago, ChopBlock223 said: Now cut them up into tiles again! Definitely would like to see the addition of a green variant now 😃 0 Quote Share this post Link to post
ViolentBeetle Posted March 22, 2022 (edited) 1 hour ago, Bengaltiger1 said: Definitely would like to see the addition of a green variant now 😃 Sure, why not. Also orange Update: Replaced first orange frame to be less similar. Orange spectrum was hard to work with and I think I made it too narrow in the first instance. Edited March 22, 2022 by ViolentBeetle 15 Quote Share this post Link to post
Shibainumaster Posted March 22, 2022 This is just a meme edit i guess.: 5 Quote Share this post Link to post
ViolentBeetle Posted March 22, 2022 While we at it, mid texture I just realized that I was mistaken and it's not 256 units wide, but 192, which might cause issues in some renderers. Beware, if you add it to your wad. 11 Quote Share this post Link to post
Gez Posted March 22, 2022 Being 192-tall is also a source of issues in the more vanilla-esque renderers because vanilla vertically tiles textures at 128, regardless of actual vertical size. Even if they're shorter than 128. Also there's the deal with aspect ratio correction. Wall textures get stretched vertically by a 1.2 factor, so the 192x192 texture will end up virtually looking like a 192x230 texture. 1 Quote Share this post Link to post
Dragonfly Posted March 22, 2022 10 hours ago, Wadmodder Shalton said: Here's two covers that I converted to Doom's color pallete. Feel free to use them and credit me. d'ya really need credit for importing someone elses artwork into slade? 3 Quote Share this post Link to post
Biodegradable Posted March 22, 2022 On 3/17/2022 at 3:47 AM, kirbyguy11 said: Turns out Triscuits are great for making wood textures Original: That is fucking brilliant! And delicious! 4 Quote Share this post Link to post
Wadmodder Shalton Posted March 22, 2022 (edited) 6 hours ago, Dragonfly said: d'ya really need credit for importing someone elses artwork into slade? OOPS sorry about that. Edit, just removed the credit part of my last texture post. Edited March 22, 2022 by Wadmodder Shalton 1 Quote Share this post Link to post
ViolentBeetle Posted March 22, 2022 7 hours ago, Gez said: Being 192-tall is also a source of issues in the more vanilla-esque renderers because vanilla vertically tiles textures at 128, regardless of actual vertical size. Even if they're shorter than 128. Also there's the deal with aspect ratio correction. Wall textures get stretched vertically by a 1.2 factor, so the 192x192 texture will end up virtually looking like a 192x230 texture. That's true, but I think more ports resolved height than width. As for stretches, I guess it can't be helped. 0 Quote Share this post Link to post
Wadmodder Shalton Posted March 22, 2022 3DFX Voodoo Box Art Faces for Doom. Feel free to use them. 3 Quote Share this post Link to post
ukiro Posted March 22, 2022 1 hour ago, ViolentBeetle said: As for stretches, I guess it can't be helped. Sure it can. All OTEX wall texture motifs have their proportions pre-compensated for this stretching. Circles, like this Memento Mori II pentagram, look very wrong in-engine if this isn't done. In general, most participants in this thread could do well trying their work in-game before posting here, since that'd weed out a lot of mistakes and bad ideas. 9 Quote Share this post Link to post
ViolentBeetle Posted March 22, 2022 15 minutes ago, ukiro said: Sure it can. All OTEX wall texture motifs have their proportions pre-compensated for this stretching. Circles, like this Memento Mori II pentagram, look very wrong in-engine if this isn't done. In general, most participants in this thread could do well trying their work in-game before posting here, since that'd weed out a lot of mistakes and bad ideas. Fair point. Though I tried those pentagrams and they look fairly normal to me. I may just have poor sense of dimensions though. 0 Quote Share this post Link to post
ShallowB Posted March 23, 2022 I'm pretty sure GZDoom has an option that lets you toggle between 1x1 pixel ratio and Doom's original 1.2x1 ratio. You might have yours set to 1x1, but that means your textures will look squashed or stretched for people playing vanilla or in other source ports or those who have GZDoom set to 1.2x1. 1 Quote Share this post Link to post
Breezeep Posted March 23, 2022 (edited) Spent my evening making some sky textures. These were pretty fun to make, I guess. Edited March 23, 2022 by Breezeep 35 Quote Share this post Link to post
ChopBlock223 Posted March 24, 2022 On 3/22/2022 at 8:48 PM, ukiro said: Circles, like this Memento Mori II pentagram, look very wrong in-engine if this isn't done. When it comes to using them for the floor, you're kind of out of luck because then you still end up with it coming out squashed in one direction, so I'd prefer the consistency instead. I don't think the stretching is that huge of a deal for things like these. 0 Quote Share this post Link to post
Faceman2000 Posted March 24, 2022 29 minutes ago, ChopBlock223 said: When it comes to using them for the floor, you're kind of out of luck because then you still end up with it coming out squashed in one direction, so I'd prefer the consistency instead. I don't think the stretching is that huge of a deal for things like these. I thought the floor didn’t get stretched the same way the walls do? 0 Quote Share this post Link to post
ChopBlock223 Posted March 24, 2022 29 minutes ago, Faceman2000 said: I thought the floor didn’t get stretched the same way the walls do? Aspect ratio is aspect ratio, the display is stretched 20% taller, so everything is stretched. 1 Quote Share this post Link to post
Gez Posted March 24, 2022 Stuff on the floor gets stretched in whatever direction the player is looking. Since the player can move and rotate freely on the horizontal plane, this is not static. Stuff on the walls always get stretched in the same direction, though. 4 Quote Share this post Link to post
ViolentBeetle Posted March 26, 2022 (edited) Was browsing Blood textures again, saw the secret exit switch, IIRC, decided to create an alterate switched-off state Original for comparison Update: Another Blood-based switch. I'm having doubts about the handle, it's probably superflous. Edited March 26, 2022 by ViolentBeetle 11 Quote Share this post Link to post
ViolentBeetle Posted March 27, 2022 More modified switches from Blood. 13 Quote Share this post Link to post
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