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printz
CRAZY DOOM ZEALOT


Posts: 1836
Registered: 06-06


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 06-26-08 10:23 #
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TheCupboard
Junior Member


Posts: 211
Registered: 02-06


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 06-26-08 13:24 #
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Macro11_1
Member


Posts: 303
Registered: 08-03



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 06-26-08 18:35 #
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printz
CRAZY DOOM ZEALOT


Posts: 1836
Registered: 06-06



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 06-26-08 19:05 #
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Death-Destiny
Forum Regular


Posts: 932
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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:
http://img517.imageshack.us/img517/2811/screenshotdoom200806261jy3.png
http://img517.imageshack.us/img517/8840/screenshotdoom200806261pp1.png

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 06-26-08 19:09 #
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Macro11_1
Member


Posts: 303
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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 07-07-08 23:15 #
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esselfortium
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Posts: 1980
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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

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Old Post 07-08-08 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 07-08-08 02:54 #
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Macro11_1
Member


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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 07-08-08 07:38 #
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Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


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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 07-08-08 20:36 #
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Gez
Member


Posts: 449
Registered: 07-07



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 07-08-08 21:10 #
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esselfortium
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Posts: 1980
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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.

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Old Post 07-08-08 21:15 #
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RjY
anARCHy


Posts: 361
Registered: 05-02


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 07-08-08 23:12 #
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Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


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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 07-08-08 23:19 #
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Use3D
Forum Spammer


Posts: 3091
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Lookin good, really appreciate the effort put into this Essel.

Old Post 07-09-08 00:50 #
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glaber
Mini-Member


Posts: 72
Registered: 02-08


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 07-17-08 at 02:03

Old Post 07-09-08 19:31 #
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