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DoomGappy

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Everything posted by DoomGappy

  1. Update: While testing the map, I noticed some mistakes in spriting that I had to correct. These were texture borders not being in true black color, and also some black and gray spots on some of the original gem surfaces. Thus, I had to scrap over 2000 textures and start anew. I know noone is probably using the textures I made to create anything yet, but if there is at least one person that's doing so, don't worry. The naming conventions remain the same so when updating the texture pack you may just need to tweak some numbers, because some new frames were added.
  2. I changed the name of one of my textures in my wad annd when I come back...
  3. Really cool, I really enjoyed the purple armor and purple arachnotron's eyes.
  4. I see. I'm still not knowledgeable about the differences from vanilla to other types of source ports. Thanks for the clarification.
  5. I made some prototype doors or panels and floors, Some flats for using with stairs or bridges, And some textures for the bottom of stairs or ladders, Also some steel beam textures, These all tile nicely. I will probably pipe down for the next few days, uni is starting again.
  6. Mexico in American movies palette. And Maybe Gen 6's piss filter, as a joke, if you feeel like it. [Edit] Also, don't know if you've seen it, but this is a sprite map museum kinda thing that allows you to see all the sprites for the monsters in-game easily. Might help with your color mapping.
  7. Really nice starter map, although it almost beat my ass on UV. Maybe a suit of armor somewhere? The room with the teleporrter dealt me a lot of damage. Also, I fell out of bounds, but took long to die. Why not make the floor super low and then use an insta death floor? Makes it more dramatic. Keep it up!
  8. Thanks, I just posted it here in case you want to test it.
  9. Sorry, tried to link from google drive. Apparently it doesn't work as I thought it woudl .Should be fixed now.
  10. Thanks for the reply, Ill check it out. Why do they use png for sprites, though? Damn, I'm still really a novice in this after all. And thanks for the compliment, I really like the shader too. Here it is with the punchy pallette. It looks really good.
  11. That looks quite nice, although a bit too bloomy for me. I also happen to use reshade a lot and after many tweaks, I reached my perfect config (for myself, at least). Here are some screenshots: And Here's my preset: https://drive.google.com/file/d/1Vmy9dliHXTcgs99zvX6kohg5zquJ1N8r/view?usp=drive_link If you want to use this, you might have to readjust something in the resolution part of CRTAperture.fx, though. I use these presets and I don't have a technical basis for what I did. My monitor is a 1920x1080 display. It looks weird on my brother's smaller monitor, and I don't think I actually fixed it there. But I think it looks good on mine and that's what matters.
  12. This is really cool. I play Doom generally with an assortment of mods onto it, so I noticed that when I played the game with the Orthochromatic pallette and Smooth Weapons Enhanced, the weapons were still normally colored. Is that to be expected? Also, congratilations. Playing this gave me major Sin City vibes. BFG and punch
  13. So, here goes nothing. First time releasing something. I decided to name this version 0.6, as I fell there's close to 60 percent of the work done. There is also the showcase map in which I tried to show some ways that I think these textures might go well together. There are no enemies in the map, but I plan on expanding it later with some gameplay elements (You can see there is already a working trap door in the emerald room). Also, I dont promise full compatibility yet. I'm new to doom editing. These infos are important, though. The map is saved in UDMF format, and I've only tested it with GZdoom. I hope you can understand. Ultimately, there is still a lot missing from this release, so stay tuned for future updates. Gempackd - v0.6
  14. Thank you very much. I hope it turns out fine, pretty and usable. I've been making some pretty stuff with it. I should have not posted multiple posts with screenshots, and just updated the main post instead. Is there any way to delete posts around here?
  15. Some doorframe mode ls I came up with after searching for some inspiration: And with stone:
  16. Some more screenshots. I'm sure better mapppers can do more interesting things with this when it is released.
  17. That must look really good scrolling in-game
  18. I just created a thread to announce my project so I don't spam the thread any longer. There are some more screenshots there and I plan on creating a map with the textures at a later date. I appreciate the help you have offered me here and I'll see you there if you feel like helping.
  19. As you can see, this is pretty much still a work in progress. I just didn't want to continue polluting the "Post your Doom textures" thread. Looking forward to seeing other peoples' opinions. If anyone feels like helping out, my first pickle is making some broken brick textures, pointed out on the other thread. I like Bk05, but can't figure out how to make the other broken brick textures look as nice. Bk01 Bk05 (with cracks, satisfied) Bk02 Bk06 (prototype, not satisfied) Bk03 Bk04
  20. I decided to create a topic before finishing this project because I want some input from the community and some help with the creation of the other sprites. I realized that doing things alone, I might be missing some important basic stuff. For example, I just realized I need to make doors, which I hadn't taken into account before. I also think I might not be fully aware of how the doom engine works, so help would be appreciated. So, I'm proud to announce Gempackd - A Colorful Doom Project. Introduction You know, I really like wood. And metal. And stone. So I decided to create a pack of textures for doom based on this theme. It started with a single image. Only one. But then It spiraled out of control. The majority of these textures were made using this image as a source. There are more than 4000 of them and still counting. I still am not really sure why I did it. I just know I did. The ideas couldn't stop coming and so I just gave way to them. What's in this pack? Many new textures. Combinations of 4 colored frames, 16 gem stones and 62 frame types, plus liquids, liquids with grids, bars, hatches, flats, and many other things. Might as well try to create a community mod based on this, because now I really want to see what people can do with it. I'll update the count and this section later with more info. How to use it? Textures follow naming conventions better explained down below. The basics are the materials, Bl (Black), Gd (Gold), Sl (Silver) and Wd (Wood), and the material inside the frame. They are Am (Amber), Ct (citrine, Em (Emerald), Gn (Granite), Op (Opal), Pk (Pink Sapphire), Rb (Ruby), Sm (Salmonite), Sp (Sapphire), Wh (White Stone), Lm (Light Marble), Mm (Medium Marble), Dm (Dark marble), Lw (Light Wood), Mw (Medium Wood) and Dw (Dark Wood). Then, for borders, for instance, which are the largest part of the pack, the last two characters define the type of the texture. Is it a side border or corner frame? Each of those has a number, and it never changes between textures. The number 00 always represents the straight square box, the number 07 always represents the squarish texture wiith nails on the corner, and the number 04 is always the grid with 9 holes. Here are some examples: BlAm00 BlEm07 BlRb04 Texture naming The texture names follow many patterns. Below you can see them in detail. (Work in progress) Texture numbering (UNDER REVISION) The numbers on the frames are, admittedly, not so orderly. I started working with 64x64 textutres, then had ideas for 32x32, 32x24 and then 128x64. But then I also had new ideas for 64x64, and so some of the latter numbered frames are also squared ones. Still, There is some logic to the numbering here. Expand for detailed information. Changing textures Screenshots Videos How was this pack created? I made the textures using gimp in indexed mode with the doom palette, made the frames using the same method, and then I manually activated and deactivated layer by layer and exported them according to the naming conventions. It was a long and arduous process, there were some mistakes, but I finished it. The project files are also on the zip file if anyone wants to do anything with them. Inspiration I didn't base this mod on any previous work, but to say that I wasn't inspired by anything would be a lie. The strongest one is probably Refracted Reality, with its colorful and vibrant environments. If you haven't checked it yet, please play it! I also drew some inspiration from other colorful megawads like Ancient Alens (all time favorite) and Sunlust. Adventures of Square probably also played a role. Many thanks to all those who worked so hard on these mods and provided the community with so much joy. I also want to thank the community itself. Doom was one of my first games ever, and my passion for FPS games has only grown ever since. It feels good to finally be able to contribute back to the community in some way. I hope this can also make people's lives better and more entertaining. Releases: 12/08/2023 - V 0.6 and showcase map Usage and credits Feel free to use, distribute, modify and, of course, create maps using these. I would be really glad if I ever saw something I made being in someone else's WAD. If possible, you can credit me as Jo2ukeGappy or just Gappy in the .txt file somewhere. If you would like to contact me, you can reach me here or through the email jo2ukegappy@gmail.com. I would also love to play all the submissions, so please send them to me or post them on this thread! Cheers, and happy Doomin'!
  21. I need some help with only one thing. I made some brick overlays, but I also wanted to make some broken brick ones, to add more variety. I am satisfied with bk05 (big brick with cracks), but not really able to do anything to the other brick types. Would anyone be interested in lending a hand? Bk01 Bk05 (with cracks, satisfied) Bk02 Bk06 (prototype, not satisfied) Bk03 Bk04
  22. I don't think I'm mature or knowledgeable enough to host a map jam. Even though I've been playing FPS games for a long time, I'm not sure if I could manage the submissions. Still, I'll post one of my own and also wait for submissions in the thread I'll eventually create.
  23. I will probably release the pack in a few days. Is that ok? But yes, you and anyone who wants to can use them and also modify them.
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