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printz
CRAZY DUMB ZEALOT


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Because in reality, blood would be PAINTED on the wall, not cardboard at a centimetre distance to it, ever! They'd be seen in the game if the player looks along the wall.

So naturally the solution to transposing it in Doom would be to use the power of texture patches.

If there needs to be more variety and customization, then patches could be forgotten already and then just extract the textures and paint, for each, a bloodstain that fits well and also looks semitransparent.

SP_ROCK (Doom) and WOODMET (Doom 2) are examples having bloody versions. TNT: Evilution has bloody textures, as well.

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Old Post Jun 26 2008 10:23 #
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TheCupboard
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printz,

If you have a solid wall and move a line with the bloody midtexture on it close to the solid wall, you can't even tell the difference. You can't see the blood hanging in midair. It actually looks attached to the wall itself. As long as the two lines are close together, you wouldn't even know the difference between it being two textures or one.

Old Post Jun 26 2008 13:24 #
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Macro11_1
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printz said:
Because in reality, blood would be PAINTED on the wall, not cardboard at a centimetre distance to it, ever! They'd be seen in the game if the player looks along the wall.

So naturally the solution to transposing it in Doom would be to use the power of texture patches.

If there needs to be more variety and customization, then patches could be forgotten already and then just extract the textures and paint, for each, a bloodstain that fits well and also looks semitransparent.

SP_ROCK (Doom) and WOODMET (Doom 2) are examples having bloody versions. TNT: Evilution has bloody textures, as well.

True, but as TheCupboard has just said, if you go with in 1 unit away from the wall (or two if your lazy) it looks the same unless your looking for defects in the map. In which case you are no longer playing doom, but looking at doom.

I suggest asking Esselfortium or Deaths_Destiny or The Green Herring or some one if you can do the patch part your self, as it seems like a lot of work.
:)

Old Post Jun 26 2008 18:35 #
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printz
CRAZY DUMB ZEALOT


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Macro11_1 said:
if you can do the patch part your self, as it seems like a lot of work.
:)

Do you mean that I ask the managers to do it, or myself do the bloody textures? In case of the latter, well I'd gladly do, but only from August. Sorry. Too bad I don't have what's ready to create the blood stains however, so I'd need the patches given to me, drawn by someone else. But not now.

Is the word manager a bad one, by the way?

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Old Post Jun 26 2008 19:05 #
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Death-Destiny
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I see what you're saying, Printz. In the screenshot below, looking at the wall at this precise angle, it appears to be "clean" even though it really has a bloodstain on it like in the screenshot below the first one:



However, if this wall were continuous (like in a hallway), the player would have to IDCLIP into the wall to see this defect (and the IDCLIP world is full of HOMs and whatnot anyway.) As for a 64x128 texture like a crate or something, it would be easy enough for the mapper to combine the crate's patch and the bloodsplatter they want into a new texture and use it similarly to WOODMET3 and WOODMET4, so long as the bloodsplatters were provided.

Old Post Jun 26 2008 19:09 #
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Macro11_1
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Personally I wouldn't be able to notice that while playing doom, and even If I did, I would dismiss it, sort of how I dismiss blurry textures and misalignments in AAA games now a days. Not every thing needs to be perfect, and in this case, if it is quicker to just do "floating patches of blood" then we should do that. If it is not quicker, then do the patch method.

Anyways, What I would really like to know is how the next version of the resource is coming along? The Flat Ground26 is really starting to bother me... and I am hoping to see a fixed version soon. :)

----Thanks in Advance

Old Post Jul 7 2008 23:15 #
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esselfortium
A Major Doomworld Concern


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Okay, here it is. I didn't get to do all the stuff that was asked for, but I kind of lost track of what was going on and forgot about it, so I don't want to keep you guys waiting anymore.

It includes a bunch of new textures and (hopefully) most of the issues that were brought up have been fixed.

Unfortunately, despite SlayeR's attempts to fix SLumpEd for me, the wad still doesn't work properly in XWE. PNAMES seems to be fine now, but short names in TEXTURE1 still get messed up. This is really an XWE bug, in that it reads into data that it's not supposed to, but Csabo seems to have disappeared so it's unlikely to be fixed...

Community Chest 4 Resource Wad v1.4:
http://sl4.startan3.com/wasd/cc4-tex-14.zip

Old Post Jul 8 2008 00:27 #
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Tango
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About that blood thing: instead of making a straight line 1 px away from the wall (like ||), couldn't you split that line into two (vertex in the middle) and connect the two endpoints to the wall, so it's like a V shape (<| where | is the wall and < is the blood). I mean, wouldn't that fix the problem in dd's screenshot?

Old Post Jul 8 2008 02:54 #
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Macro11_1
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@ Essel: WooHoo, thank's essel!

@ Tango: Yeah, that is an excellent solution... why didn't I think of that?!

Old Post Jul 8 2008 07:38 #
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Creaphis
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You can feel free to connect the blood patch lines to your wall line in any way you please. But, even if the blood is one unit away, that really isn't noticeable, and it's easiest to work with if it's on a separate line.

Old Post Jul 8 2008 20:36 #
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Gez
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esselfortium said:
Unfortunately, despite SlayeR's attempts to fix SLumpEd for me, the wad still doesn't work properly in XWE. PNAMES seems to be fine now, but short names in TEXTURE1 still get messed up. This is really an XWE bug, in that it reads into data that it's not supposed to, but Csabo seems to have disappeared so it's unlikely to be fixed...

What if you export and then reimport with DeuTex?

Old Post Jul 8 2008 21:10 #
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esselfortium
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Gez said:
What if you export and then reimport with DeuTex?

That might help, but I have no idea how to use DeuTex. I might look into it.

Old Post Jul 8 2008 21:15 #
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RjY
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deutex is pretty easy if you just want to rebuild a wad for whatever reason. Go into an empty directory and type deutex -xtract old.wad then deutex -build new.wad. It will scream at you about stuff that it thinks isn't strictly doom2.exe-compatible but you can mostly ignore that.

Old Post Jul 8 2008 23:12 #
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Creaphis
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And that rebuilds texture1/2, pnames, etc.? If so, this might be exactly what the texture resource for the Heretic project needs.

Old Post Jul 8 2008 23:19 #
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Use3D
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Lookin good, really appreciate the effort put into this Essel.

Old Post Jul 9 2008 00:50 #
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glaber
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I can fix this for xwe users if you'd like. I've already done it on 1.3 for my level.

ReEdit: I just discovered that the Texture pack is already 98% compatiable with XWE. The only thing that needs to be done to it is deleteing a few stray symboles in the texture lump.

Last edited by glaber on Jul 17 2008 at 02:03

Old Post Jul 9 2008 19:31 #
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darkreaver
Senior Member


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A question:

I want to use the CC4 texture pack for the map Im currently working on, but its not going to be in CC4. Can I do that? I mean, do I have the permission? If I ever release (I repeat, IF) the map, who do I credit in the .txt?

Old Post Apr 19 2009 21:43 #
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esselfortium
A Major Doomworld Concern


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Yes, go for it. One of my goals with CC4-tex was to put together a collection that could be used as a base for other projects, as well. The included textfile has a full list of credits.

Old Post Apr 19 2009 21:47 #
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darkreaver
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Thats great! Thanks for the reply.

Old Post Apr 19 2009 21:51 #
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Alice Jameson
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This texture pack doesn't seem to work properly with Doom Builder 2. An error message comes up. I'm not sure if this is a problem with the resource pack or Doom Builder 2. It works fine with the original Doom Builder though. Just thought I'd bring this up even though it's not a major problem.

Old Post May 21 2009 17:45 #
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The Green Herring
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Try downloading this Boom configuration file and replacing your old one with it. I had the same error, myself, before CodeImp discovered why it was happening and provided a fixed version.

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Old Post May 21 2009 18:17 #
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Alice Jameson
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Ok thanks. ^^ Will download as soon as possible. I really want to work on my level with Doom Builder 2, with it's awesome new features.

Old Post May 21 2009 18:28 #
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The Green Herring
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You're welcome. In case you're wondering, the different configurations DB2 uses are in the Configurations folder of the Doom Builder 2 directory.

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Old Post May 21 2009 18:30 #
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TheMionicDonut
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I no longer get the error message but the textures are still all Question marks when trying to work in DB2

Old Post May 23 2009 15:14 #
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esselfortium
A Major Doomworld Concern


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Did you load Doom2.wad first?

Old Post May 23 2009 17:14 #
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Mr. Freeze
etc.


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Are there any other mirrors for the file? The first one provided isn't working.

Old Post Jun 22 2009 16:53 #
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David_Dweedle
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Am I allowed to use these textures in Non Community Chest maps? I will put Credit and that Authors txt file if I release the maps that I make useing these textures.

Old Post Jul 1 2009 05:30 #
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Alice Jameson
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David_Dweedle said:
Am I allowed to use these textures in Non Community Chest maps? I will put Credit and that Authors txt file if I release the maps that I make useing these textures.

This should answer your question:

esselfortium said:
Yes, go for it. One of my goals with CC4-tex was to put together a collection that could be used as a base for other projects, as well. The included textfile has a full list of credits.

Old Post Jul 1 2009 14:40 #
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esselfortium
A Major Doomworld Concern


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I've just updated the first post with version 1.5 of the texture wad:
http://sl4.poned.com/wasd/cc4-tex-15.zip

Check the changelog to see what's changed. In short, though: A few of my old crappy textures have been improved, and the 256-tall lift texture (PLAT128B) has been removed due to Boom's incompatiblity with 256-tall textures. Replace it with one of the tiling 128-tall PLAT textures in affected maps I guess.

Old Post Jul 8 2009 20:20 #
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glaber
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is it XWE compatible?

Old Post Jul 8 2009 23:38 #
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