snapshot Posted March 4, 2018 (edited) Figured I should also release them alone without extra files, full Blood texture pack with proper naming convention (file attached) If you're interested in porting Blood maps or are just looking for Blood Truecolor .png Texture pack (tested only on ZDoom, GZDoom and Zandronum). Cryptic Passage and Plasma Pak not fully included, the only level I fixed the pack for was CP01, I'll update the pack later (maybe) UPDATE: Duke joins the ride, featuring E1L3! (details here) Spoiler bloodtex_res.zip Edited August 31, 2019 by tempdecal.wad 5 Quote Share this post Link to post
Redwind Posted March 4, 2018 (edited) There already is a Blood texture pack in R667 repository and it has textures from the game and from both expansion packs. Are there any differences between your texture pack and the R667 one? Also, your screenshot links are broken for me. Not anymore. Edited March 4, 2018 by Redwind 1 Quote Share this post Link to post
snapshot Posted March 4, 2018 The main and most important difference is the naming convention, they're named BTIL(something) to allow easy map porting. 0 Quote Share this post Link to post
leodoom85 Posted March 4, 2018 Still appreciated that there are some Blood texture packs around. 0 Quote Share this post Link to post
snapshot Posted March 4, 2018 doing Duke3D next, TILES001,TILES002,TILES003,TILES004,TILES005,TILES006 done, have to manually edit some stuff before using mass renamer. 0 Quote Share this post Link to post
snapshot Posted March 5, 2018 Keeping this here so I can get back to it once I start working on the ANIMDEFs Spoiler Street banners BTIL0777 > BTIL0778 BTIL1009 > BTIL1011 BTIL1244 > BTIL1246 Wallcracks BTIL0546 > BTIL0549 BTIL0587 BTIL0611 Gas Leaks BTIL1250 > BTIL1254 BTIL1255 > BTIL1259 Switches BTIL0130 > BTIL0149 BTIL0162 > BTIL0171 BTIL0712 > BTIL0713 BTIL0860 > BTIL0865 BTIL1055 > BTIL1056 BTIL1105 > BTIL1106 BTIL1111 > BTIL1112 BTIL1122 > BTIL1123 BTIL1130 > BTIL1131 BTIL1142 > BTIL1143 Liquids BTIL0200 > BTIL0202 BTIL0260 > BTIL0262 BTIL0336 > BTIL0339 BTIL0889 > BTIL0892 BTIL1082 > BTIL1087 Monitors BTIL1280 > BTIL1292 BTIL1298 > BTIL1311 BTIL0268 > BTIL0270 BTIL0527 > BTIL0529 BTIL0530 > BTIL0532 BTIL0533 > BTIL0535 BTIL0806 > BTIL0808 BTIL1145 > BTIL1150 Techwalls BTIL0294 > BTIL0296 BTIL0451 > BTIL0452 Barriers BTIL1176 > BTIL1177 Other BTIL0407 > BTIL0410 BTIL0853 > BTIL0855 BTIL0893 > BTIL0895 0 Quote Share this post Link to post
snapshot Posted June 13, 2018 AAAA, this is horribly unfinished and I haven't touched it for like 5 months but whatever have fun, I will probably throw some updates occasionally and perhaps port more levels, TILES0000 to 0012 done. TILES0013 to 0019 are coming (when they're done™). The process of porting the assets involves a lot of renaming and recreating so it wasn't so easy to port these. The level format is UDMF and uses couple of interactive portals so it requires the latest GZDoom (I think), the actors are written in DECORATE and the TEXTURES lump is in ZDoom format and they're .PNGs. Video: DOOMNUKEM.zip 2 Quote Share this post Link to post
ChrisVR Posted June 18, 2018 Wow, great job! But how do you convert the maps to Doom format? 0 Quote Share this post Link to post
snapshot Posted August 19, 2018 (edited) On 6/18/2018 at 1:37 AM, ChrisVR said: Wow, great job! But how do you convert the maps to Doom format? extremely late reply I know, sorry! I missed it, The way I ported the levels of both Duke3D and Blood is by extracting the game files to ZDoom folder (Tested only with ZDoom 2.7.1, may or may not work with ZDoom 2.8, and does not work with GZDoom) and loaded them using the -file command line parameter, this does not load the levels however, so you'll have to export the level files from the .GRP and load them manually using the -file parameter again, use -art parameter to load art files and -bpal to load palette files, I don't know if these are needed but load them in case you get missing textures, palette issues....etc. If done correctly you can warp to levels using the map console command (eg: map e1l3), then dump the maps to a .wad file using the console command dumpmap, this will extract a converted copy of the map in Doom in Hexen Format, the conversion won't be accurate because of missing features and engine differences of course, you'll see a lot of rooms and stuff "drawn" above one another, you'll have to disable auto-merging in the map editor so you can move them without messing up the map, keeping them above each other will result in glitches, errors, bugs ... etc, after that you'll have to fix the rest of the map by basically re-implementing every other gameplay element from scratch :p (doors, lifts, switches, breakable walls, slopes, teleports, portals ....etc), not to mention you'll have to align textures. As for porting the textures, you simply extract them from the data files and rename them with correct order using a program like Advanced Renamer (BTILxxxx), There is no proper convertion tool so 70% of the work has to be done manually, hope this helps! Edited August 19, 2018 by tempdecal.wad 2 Quote Share this post Link to post
Splatterhousefan2021 Posted March 5, 2021 On 6/13/2018 at 5:05 PM, sluggard said: AAAA, this is horribly unfinished and I haven't touched it for like 5 months but whatever have fun, I will probably throw some updates occasionally and perhaps port more levels, TILES0000 to 0012 done. TILES0013 to 0019 are coming (when they're done™). The process of porting the assets involves a lot of renaming and recreating so it wasn't so easy to port these. The level format is UDMF and uses couple of interactive portals so it requires the latest GZDoom (I think), the actors are written in DECORATE and the TEXTURES lump is in ZDoom format and they're .PNGs. Video: DOOMNUKEM.zip i need help to get of errors since flash player has been shut down 0 Quote Share this post Link to post
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