Nomad Posted November 7, 2012 Just my opinion, but I think it's a little too green. I'd reduce the saturation a tiny bit, but not by a lot. 0 Share this post Link to post
TwinBeast Posted November 7, 2012 Maybe add some brownish splotches here and there in it? 0 Share this post Link to post
DooM_RO Posted November 7, 2012 At Reinchard_666. You are right but I was referring to only about 25% of the textures. For instance look at these: http://media.map-factory.org/screenshot/640x480/alpha-labs-sector-6-6400.jpg http://pnmedia.gamespy.com/planetdoom.gamespy.com/walkthroughs/alpha4_3.jpg http://i.ytimg.com/vi/y90LWmEiCqg/0.jpg (the ones on the left and right) I think these give a very Doom like vibe, what do you think? Oh, I have an idea! Would it be possible to modify to these textures so that they will look good along side the classic Doom textures? This would give mappers a great deal of resources. 0 Share this post Link to post
Reinchard666 Posted November 7, 2012 Vermil - which filters? DOOM_RO - Yes, they have little Doomish feeling. About D3 textures in Doom - of course, this is simply. 0 Share this post Link to post
Reinchard666 Posted November 7, 2012 Sladwall: Sladpois: Rough version of Sladrip1: 0 Share this post Link to post
TwinBeast Posted November 7, 2012 Sladwall looks nicer now. The sladrip liquid flow seems a bit too bright compared to the nukage flat. 0 Share this post Link to post
Blue Shadow Posted November 7, 2012 I wonder how SLADRIP (or any other animated textures, for that matter) is gonna look with three-frame animation while the texture is this hi res. 0 Share this post Link to post
Reinchard666 Posted November 9, 2012 Tell me what you think about new Startan2: 0 Share this post Link to post
Reinchard666 Posted November 9, 2012 Thanks. I still experiment with tlite. What do you think about something like this? This one still need lots of work, but this is only proposal. 0 Share this post Link to post
Reinchard666 Posted November 9, 2012 Here with some shadows, but metal still looks kind out of place. 0 Share this post Link to post
Enjay Posted November 9, 2012 I think that there is a danger in adding detail that there is no evidence for in the original texture. I doubt that many people will have assumed that there were "frames" of that shape around the lights and that may make the flat look out of place in some maps. Also, I don't like the pink/magenta effect on the "frames". 0 Share this post Link to post
Tristan Posted November 9, 2012 Enjay said:Also, I don't like the pink/magenta effect on the "frames". Seconded. Get rid of that I think the metal might be alright. 0 Share this post Link to post
Flynn Taggart Posted November 9, 2012 Here's a fixed version I whipped up in about a few minutes. Simple Color Balancing in GIMP. 0 Share this post Link to post
Acid Posted November 10, 2012 The metal looks like landmines plopped on. 0 Share this post Link to post
DooM_RO Posted November 10, 2012 Enjay said:I think that there is a danger in adding detail that there is no evidence for in the original texture. I doubt that many people will have assumed that there were "frames" of that shape around the lights and that may make the flat look out of place in some maps. Also, I don't like the pink/magenta effect on the "frames". I think this particular texture needs extra detail, it would look dull in HD without it. Also, there is no need for evidence, if Id had made these textures in 2012, I am almost certain they would have added more detail for reasons stated above. Just look at the Doom 3 version of this texture, it looks great. 0 Share this post Link to post
Enjay Posted November 10, 2012 DooM_RO said:I think this particular texture needs extra detail, it would look dull in HD without it./B] Well, yes, extra detail certainly otherwise the texture could just be sized up and look awful. Added grainyness of the background etc need to be there. DooM_RO said:Also, there is no need for evidence, if Id had made these textures in 2012, I am almost certain they would have added more detail for reasons stated above. Just look at the Doom 3 version of this texture, it looks great. I think there is a need. However, evidence can be slight. eg these are round lights sunk into the ceiling so it makes sense for them to have a metal border around them. There is no evidence that there is a metal border in the original texture but adding one doesn't take away from the flexibility of the texture. I would argue, however that adding those 4 "lugs" on to the metal adds detail that there is no evidence for and changes the feel of the texture - and (more importantly) the shape of the lights. I hear what you say about "if the textures were made today" and it makes sense. However, the textures were not made today and for the last 2 decades, people have been using them in their maps. If you change the texture too much, you may start to make it not look good in those maps where the original texture was used in ways where the appearance of it was critical. Given that one of the primary functions of a HR texture pack is to replace the texture in old maps with new compatible ones, this would seem to be ill advised. If the texture was being made for the first time and hadn't already appeared in any maps then, fine, add details, change colours, whatever. If you are trying to make a texture as compatible as possible with older maps, then don't do that. In fact, doing just that underpins one of the most common criticisms of the existing HR packs - that they don't look like/don't have the same feel/are the wrong colour/etc/etc compared to the originals. 0 Share this post Link to post
Vermil Posted November 10, 2012 I hope this makes sense I think the original flats lights are this shape: http://www.destinationlighting.com/images/products_zoom/446/6446~zoom.jpg They are recessed into the ceiling like this: http://www.voltex.me.uk/images/articles/DeepMR16-01.jpg 0 Share this post Link to post
DooM_RO Posted November 10, 2012 Well, I don't think you can avoid adding detail to texture remakes because, as I said, they would actually be uglier than the original. I think this particular texture, though very simple, looks good and has its charm BECAUSE you can see the pixels, when remaking it, the texture loses this property so it has to be interpreted in a new way but as you said, it should be done in a way that not only looks good in the official Id maps but also on the countless user maps. Maybe you could add a few cracks or bloodstains? Exposed circuitry? What about a very subtle hexagon pattern? Also what Vermil said. 0 Share this post Link to post
Reinchard666 Posted November 10, 2012 So what you say about this? Metal is much smaller: Version 1: Version 2: 0 Share this post Link to post
DooM_RO Posted November 10, 2012 Better! But I think you should use a different pattern for the lights in the first pic. What do you think about this? http://www.parts-recycling.com/Commercial-Appliances-/Metal-Grinder-/Lithonia-low-bay-industrial-lights.htm Also, I'm not 100% sure about the brown metal texture. 0 Share this post Link to post
Reinchard666 Posted November 10, 2012 Ok, so here's another variations: 3 4 5 0 Share this post Link to post
Enjay Posted November 10, 2012 They look much better IMO. I'm not sure which one I like the most but I think #2 might be the closest to the original colour-wise. 0 Share this post Link to post
DooM_RO Posted November 10, 2012 I like the fourth one the most. The brown metal looks a bit strange though but that could be just me. 0 Share this post Link to post
Reinchard666 Posted November 10, 2012 Metal itself is gray. Brown color is caused by light. 0 Share this post Link to post
Dragonsbrethren Posted November 10, 2012 Way too much green on BROWN144. The original just has a lighter shade of brown at the top. The only hint of green is on the two streaks. 0 Share this post Link to post