Ouchface
User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > TNT 2: Devilution (Texture Pack in OP)
Pages (85): « First ... « 7 8 9 [10] 11 12 13 » ... Last »  
Author
All times are GMT. The time now is 16:57. Post New Thread    Post A Reply
DeathevokatioN
Forum Staple


Posts: 2737
Registered: 03-10


Wow, those shots look fucking beautiful Kyka.

Old Post Apr 17 2011 20:11 #
DeathevokatioN is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Whoo
Forum Regular


Posts: 888
Registered: 04-07



KiiiYiiiKiiiA said:
Thanks essel. :)

Yeah, the visiplane thing has occured to me, but since I got my new system several months back, for some reason I haven't been able to get Chocolate Dooom (and thus chocorenderlimits) working. Something to do with the video settings I am guessing. It loads fine, but then the window straight away minimizes itself, and if I alt-tab back to it, it just instantly minimizes itself again, and I am not actually able to do anything with it.

Try switching the video driver to Windows GDI in chocolate-setup.exe (Display -> Video driver)

Old Post Apr 17 2011 20:54 #
Whoo is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
KiiiYiiiKiiiA
Senior Member


Posts: 1458
Registered: 04-11


Thanks Whoo. Tried this. Didn't work. I just got a black screen of death, then it minimised.

I have discovered that I can run Doom2 ok (The colors are all weird, but I don't mind that, I just need to see the numbers). But as soon as I try to run anything else, even the tnt iwad, then it just fails.

Hmmm.

Old Post Apr 17 2011 21:16 #
KiiiYiiiKiiiA is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Mithran Denizen
Senior Member


Posts: 1313
Registered: 05-10


I'm not sure if it'll help, but the only way I can reliably run Chocolate Doom/Chocorenderlimits on my laptop without periodic crashing and a garbled palette is to keep the 'Settings' tab of the Windows 'Display Properties' window open in the background somewhere, and to then run the game in windowed mode.

Old Post Apr 17 2011 21:33 #
Mithran Denizen is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
esselfortium
A Major Doomworld Concern


Posts: 7053
Registered: 01-02


If you're running a recent enough version of Chocodoom or Chocorenderlimits, try launching it with the -8in32 parameter added to the command line. This might fix the palette-related issues you're having.

Old Post Apr 17 2011 22:07 #
esselfortium is offline Twitter account Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Megamur
Senior Member


Posts: 1399
Registered: 02-11


Oh, if it isn't obvious, I kind of quit working on my TNT2 map. I don't think I have the technical skill for this.

Old Post Apr 17 2011 23:28 #
Megamur is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Whoo
Forum Regular


Posts: 888
Registered: 04-07



Megamur said:
Oh, if it isn't obvious, I kind of quit working on my TNT2 map. I don't think I have the technical skill for this.

Keep practicing and releasing public wads for constructive criticism and you'll eventually get the hang of it. I did that and over the course of about a year I started improving.

Old Post Apr 17 2011 23:38 #
Whoo is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Megamur
Senior Member


Posts: 1399
Registered: 02-11



Whoo said:
Keep practicing and releasing public wads for constructive criticism and you'll eventually get the hang of it. I did that and over the course of about a year I started improving.

I appreciate your encouragement. Thank you.

I'm still very excited about the project, and if nothing else, I will happily playtest it if an alpha build is ever released. :)

Old Post Apr 17 2011 23:42 #
Megamur is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
valkiriforce
Forum Regular


Posts: 987
Registered: 02-10


I really hope a lot of people will get to working on this. I'm eager for people to play that egyptian map I made. :P Maybe the Plutonia Revisited team will start joining in on this project (I also have to get around to making another map).

Old Post Apr 18 2011 04:35 #
valkiriforce is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
KiiiYiiiKiiiA
Senior Member


Posts: 1458
Registered: 04-11



DeathevokatioN said:
Wow, those shots look fucking beautiful Kyka.

Sorry I missed this post entirely. Thanks heaps. :) Although in truth, most of the layout was done by StupidBunny, I have been mostly just retexturing and detailing, though I have added quite a few new areas.

[humble]It will be an awesome map when it is done. :D [/humble]

[edit]
Also:

Last edited by KiiiYiiiKiiiA on Apr 18 2011 at 14:41

Old Post Apr 18 2011 06:30 #
KiiiYiiiKiiiA is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Whoo
Forum Regular


Posts: 888
Registered: 04-07


Looking good! Whenever you get a stable version of the map send it to me and I'll test it with chocorenderlimits.

Old Post Apr 18 2011 14:46 #
Whoo is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
StupidBunny
Senior Member


Posts: 1097
Registered: 09-07


Heyyy, looking good! I like it with the new thematic styling and detailing...also I'm interested to see what all the new areas are like, and how they come together with everything that's there so far. Nice work, I look forward to playing it.

Old Post Apr 18 2011 21:34 #
StupidBunny is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Whoo
Forum Regular


Posts: 888
Registered: 04-07


Some progress on a map I started before school got busy:










I'm surprised that I didn't overdue it in that big room and make a HOM.

Old Post Apr 19 2011 03:49 #
Whoo is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
esselfortium
A Major Doomworld Concern


Posts: 7053
Registered: 01-02


Looks like a good start, though I feel you may have overdone it just slightly with the floor lamps on the stairs.

Old Post Apr 19 2011 04:58 #
esselfortium is offline Twitter account Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Whoo
Forum Regular


Posts: 888
Registered: 04-07



esselfortium said:
Looks like a good start, though I feel you may have overdone it just slightly with the floor lamps on the stairs.

Yeah, I wasn't planning on keeping those there. It was just a temporary block so the player doesn't walk off the edge.

Old Post Apr 19 2011 05:01 #
Whoo is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
KiiiYiiiKiiiA
Senior Member


Posts: 1458
Registered: 04-11


The layout and the design looks really good, and captures the TNT thing really well, but I am really not sure on the mix of textures, the overall effect just looks a little random to me in some of the screenies.
[edit] though a lot of the original TNT maps were pretty randomly textured as well, so perhaps i am being a bit harsh. I love the layouts tho, they work really well with that TNT sky.[/edit]


[texture-related rant following]

And speaking of textures, the more time goes on, the more I think that some of those old TNT textures need replacing. Really need replacing. I know we need to keep that 'classic' feel, but that doesn't mean keeping textures that no one will ever use.

I have been playing through Plutonia revisited, and all of the textures in there (Both from the original Plutonia, and some new ones added for that project) look awesome, and those texture choices have just made it so much easier to make levels that capture that Plutonia 'feel'. Every texture is up to modern standards, and at the same time is still a 'classic' texture. Every. Single. One. Now that is pretty good if we could do that instead of having all these useless and unsuitable textures/flats floating around that people won't use.

In short, I think the TNT texture pack we have here needs some work.

There are a bunch of textures that no one is likely to use. Here are a few examples.



You can't tell me people will use these. Also there are the ones with the ugly TNT logo sprayed everywhere. (YELMETAL and BTNTMETL to name a couple of examples). And the original TNT animated textures are generally crap. Many do not tile well.

Last edited by KiiiYiiiKiiiA on Apr 20 2011 at 21:58

Old Post Apr 20 2011 11:37 #
KiiiYiiiKiiiA is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
KiiiYiiiKiiiA
Senior Member


Posts: 1458
Registered: 04-11


...Other things...

-essel mentioned somewhere about making those barbed wire pillars so as they don't look dreadful, like they were done in MSPaint. I think that could really use doing.



-making DOORSTOP and SUPPORT2 tile properly. (Good replacements avail in the Doom recolored pack by Nick Baker off realm667 (nb_recol.wad))


-But most of all, the new textures we have, while they are great textures in themselves, are mostly not 'classic' textures. (The 4 new startan-looking textures for example.) They would work much better in a modern project, rather than a vanilla megawad. And don't even get me started on the quake-looking textures. Definitely not a TNT thing.

And as for actual texture/flat replacements? Something simpler. Even just some simple recolors would give so many more options.
(From Nick Baker's recolors off realm667):

Last edited by KiiiYiiiKiiiA on Apr 20 2011 at 14:31

Old Post Apr 20 2011 11:38 #
KiiiYiiiKiiiA is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
KiiiYiiiKiiiA
Senior Member


Posts: 1458
Registered: 04-11


From Useful Doom Edits (UDET.wad) off realm667 (seeing as TNT uses so much metal.)



The last two midtextures I think look much more 'Doomy' than the new GRATE1 texture that is in there now, imo

Last edited by KiiiYiiiKiiiA on Apr 20 2011 at 15:26

Old Post Apr 20 2011 11:41 #
KiiiYiiiKiiiA is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
KiiiYiiiKiiiA
Senior Member


Posts: 1458
Registered: 04-11


Some flats... (From Fuzzball Fox' Texture Thread.)




Ok, all of these textures/flats may not literally be the ones I would pick, (though I do like some of them), but just throwing out some ideas.

Sorry whoo and everyone, I don't mean to sound like I am complaining, but these are some of my thoughts anyway. I think with just a little work, we could get a texture pack that makes it much easier for mappers to make great tnt-styled vanilla maps.

Last edited by KiiiYiiiKiiiA on Apr 20 2011 at 12:36

Old Post Apr 20 2011 11:43 #
KiiiYiiiKiiiA is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Xaser
Forum Staple


Posts: 2890
Registered: 07-03


For the barbed wire, t.v.'s DOBWIRE from the PRCP resources would make a really nice replacement. I'd love to see it included just because I love the texture. :P

Old Post Apr 20 2011 21:52 #
Xaser is offline Twitter account || Blog || PM || Post History || Add Buddy IP || Edit || Quote
KiiiYiiiKiiiA
Senior Member


Posts: 1458
Registered: 04-11



Xaser said:
For the barbed wire, t.v.'s DOBWIRE from the PRCP resources would make a really nice replacement. I'd love to see it included just because I love the texture. :P

And I notice you put it to great use in map 15 of PRCP, which was a jaw-dropping map by any standards. My favorite in the mapset so far. Which is no mean feat, coz there isn't a sub-par map in the entire megawad. (Well not in the first 20 maps anyway. Haven't finished the rest yet.)

In truth, it was partly playing through PRCP that moved me from simply thinking about these TNT textures, to actually thinking it was worth posting something about.

Old Post Apr 20 2011 22:05 #
KiiiYiiiKiiiA is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Whoo
Forum Regular


Posts: 888
Registered: 04-07



Xaser said:
For the barbed wire, t.v.'s DOBWIRE from the PRCP resources would make a really nice replacement. I'd love to see it included just because I love the texture. :P

Already replaced that awhile ago (it is from PL2.)

And most of those textures you posted look good, Kyka. I've already done a few recolors, but I could do a few more. In reality editing existing flats/patches isn't that hard, but it is a little time consuming.

Old Post Apr 20 2011 22:18 #
Whoo is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Avoozl
Forum Staple


Posts: 3551
Registered: 06-09


Will this be using the TNT music or will it do what Plutonia 2 did and use new music?

Old Post Apr 20 2011 23:05 #
Avoozl is offline Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Whoo
Forum Regular


Posts: 888
Registered: 04-07



Doomsfall said:
Will this be using the TNT music or will it do what Plutonia 2 did and use new music?

It will (hopefully) have entirely new music tracks.

Old Post Apr 21 2011 01:57 #
Whoo is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Megamur
Senior Member


Posts: 1399
Registered: 02-11




For reference, those were mostly used in the original Evilution as small "on" and "off" lights embedded in walls, most notably in the sludge room of MAP09.

Old Post Apr 21 2011 04:48 #
Megamur is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
KiiiYiiiKiiiA
Senior Member


Posts: 1458
Registered: 04-11



Whoo said:
Already replaced that awhile ago (it is from PL2.)

And most of those textures you posted look good, Kyka. I've already done a few recolors, but I could do a few more. In reality editing existing flats/patches isn't that hard, but it is a little time consuming.

...if you are trying to do it yourself, yes, very time consuming. But, seeing as there are so many good resources where people have already done such things, then it is as simple as using what is already there, in some cases at least.

Whoo, if you are interested, I am happy to go do some work on this, either tracking down some replacements/new textures for this, or even altering up some of the existing TNT textures. I am not a leet texturing dude, but I can do some simple things pretty well. eg:



As another example:

Megamur said:
[red and green stripes here]

For reference, those were mostly used in the original Evilution as small "on" and "off" lights embedded in walls, most notably in the sludge room of MAP09.

Instead of and , we could use maybe: (not my own work here)

or

and

or .


So, we could use these for the embedded lights as Megamur mentioned: (thanks for pointing this out dude. :), and have actual textures that could be used in other situations as well.

Anyway, Whoo, let me know, as it would be cool to do some work on the texture pack here, if you are interested. I have some really neat ideas.

Last edited by KiiiYiiiKiiiA on Apr 21 2011 at 13:00

Old Post Apr 21 2011 11:31 #
KiiiYiiiKiiiA is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Megamur
Senior Member


Posts: 1399
Registered: 02-11



KiiiYiiiKiiiA said:
So, we could use these for the embedded lights as Megamur mentioned: (thanks for pointing this out dude. :), and have actual textures that could be used in other situations as well.

You're welcome, and that seems like a pretty fair idea.

Old Post Apr 23 2011 01:53 #
Megamur is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Hock
Banned


Posts: 185
Registered: 10-09


On map 3 in the acid room the stairs have a missing texture.

Old Post Apr 24 2011 15:35 #
Hock is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Whoo
Forum Regular


Posts: 888
Registered: 04-07



Hock said:
On map 3 in the acid room the stairs have a missing texture.

That demo is nearly two years old, and that map was also scrapped almost two years ago.

Old Post Apr 24 2011 18:08 #
Whoo is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
KiiiYiiiKiiiA
Senior Member


Posts: 1458
Registered: 04-11


[edit] nvm.

Last edited by KiiiYiiiKiiiA on Apr 25 2011 at 18:41

Old Post Apr 25 2011 06:15 #
KiiiYiiiKiiiA is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 16:57. Post New Thread    Post A Reply
Pages (85): « First ... « 7 8 9 [10] 11 12 13 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > TNT 2: Devilution (Texture Pack in OP)

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.