scifista42 Posted June 24, 2017 (edited) 8 hours ago, Gothic said: http://i.imgur.com/1iYOzE5.png Working on a texture pack using only Doom 2 patches, with no new imported graphics. Beware using negative y offsets for any patches in the texture editor, they don't work properly in classic ports, making the textures look glitched out. See for example TEKWALL1 - in vanilla and classic ports, the upper 16 pixels of this texture get duplicated when displayed in the game, even though it doesn't look like that in the texture editor or preview. Negative y offsets for patches in the texture editor should be entirely avoided unless you're making the texture pack specifically for advanced ports that fix this. 1 Share this post Link to post
Gothic Posted June 24, 2017 (edited) Well, there goes my plans for a vanilla texture pack. I'm almost finished with it, so I'm not bothering with vanilla compatibility bullshit. 1 Share this post Link to post
scifista42 Posted June 24, 2017 (edited) Just so you know, even PrBoom-plus is among the classic ports that keep this buggy behavior. 1 Share this post Link to post
Gez Posted June 24, 2017 There are two different issues with vertical offsets in vanilla textures, see wiki. 0 Share this post Link to post
Gothic Posted June 24, 2017 So this has been a huge waste of time, huh. 0 Share this post Link to post
Gez Posted June 24, 2017 Nah. Worst case, people can convert them to single-patch graphics quickly in SLADE 3. 1 Share this post Link to post
scifista42 Posted June 24, 2017 (edited) You could salvage your effort while reincluding only a minimum of graphics by replacing every instance of a stock patch with a negative y offset by a custom patch with zero y offset that would look like the respective stock patch with the upper part cut out. 0 Share this post Link to post
obake Posted June 24, 2017 34 minutes ago, Gustavo6046 said: I was working on this texture. Interesting. :) If I may add some criticism, I would suggest adding a bit of shadow to one of the sides and the bottom to make the light gray background pop a bit more. 1 Share this post Link to post
Empyre Posted June 24, 2017 17 minutes ago, obake said: Interesting. :) If I may add some criticism, I would suggest adding a bit of shadow to one of the sides and the bottom to make the light gray background pop a bit more. It looks to me like shadows are already there on one side and the top because the light gray is the foreground. 1 Share this post Link to post
wallabra Posted June 26, 2017 On 24/06/2017 at 1:38 PM, Empyre said: It looks to me like shadows are already there on one side and the top because the light gray is the foreground. Correct. 0 Share this post Link to post
The_MártonJános Posted June 28, 2017 Showcasing a silly idea of turning METAL1 into something transparent. 9 Share this post Link to post
Fuzzball Posted July 2, 2017 All of them are good! o: How about a dirty rusty/slime variant? 0 Share this post Link to post
Quagsire Posted July 2, 2017 What a coincidence, I was about to post these two textures I just whipped up. 2 Share this post Link to post
DooM_RO Posted July 2, 2017 @Ukiro Oh man those are so good! make more! 0 Share this post Link to post
MrGlide Posted July 2, 2017 4 hours ago, ukiro said: Contemplating color choices. Why not all three? If not all three I would totally go for the middle one. The Olive Brown and steel. 1 Share this post Link to post
The_MártonJános Posted July 2, 2017 (edited) I've always treated CEIL5_1 as FLAT14's "elder brother", and this is the not-so-inventive result of when you just want to make justice so bad it hurts. Have some taste of the result being implemented, folks! P.S.: Heck, I could've done this with all carpet-looking flats, from FLAT5_5 to CEIL4_2, from FLAT1 to FLAT19... Nevermind now. :D 5 Share this post Link to post
ItsNatureToDie Posted July 4, 2017 (edited) Worth noting that the rock textures are line-less MWALL1_1 after using GraphicsGales emboss effect, grey scaled and afterwards recolored. The other marb textures are also M_MWALL1 with the pallets lightest to darkest reversed. Marb Texture edit.zip Edited July 4, 2017 by ItsNatureToDie 17 Share this post Link to post
Quagsire Posted July 4, 2017 34 minutes ago, ItsNatureToDie said: Worth noting that the rock textures are line-less MWALL1_1 after using GraphicsGales emboss effect, grey scaled and afterwards recolored. The other marb textures are also M_MWALL1 with the pallets lightest to darkest reversed. Marb Texture edit.zip The first two mentally scare me. 2 Share this post Link to post
Not Jabba Posted July 4, 2017 58 minutes ago, ItsNatureToDie said: Worth noting that the rock textures are line-less MWALL1_1 after using GraphicsGales emboss effect, grey scaled and afterwards recolored. The other marb textures are also M_MWALL1 with the pallets lightest to darkest reversed. I like those Cybers! 0 Share this post Link to post
The_MártonJános Posted July 4, 2017 For long, I thought that MARBFACE was the Cyberdemon, before facing the actual origin of the texture. And now seeing the "Cyber Marble" in particular proves me wrong further. How apt. :D 0 Share this post Link to post
Tango Posted July 4, 2017 14 hours ago, ItsNatureToDie said: Worth noting that the rock textures are line-less MWALL1_1 after using GraphicsGales emboss effect, grey scaled and afterwards recolored. The other marb textures are also M_MWALL1 with the pallets lightest to darkest reversed. Those look excellent :D a great alternative to vanilla marble 0 Share this post Link to post
wallabra Posted July 30, 2017 (edited) For n00bs on image downloading from websites like this topic: Spoiler Different textures. Right-click on your desired one, then select "Save Image As..." (may be slightly different depending on the browser - just don't run MS-DOS browsers :D) on to your favorite textures folder, then import it in SLADE. :) I just made it on GIMP. Not the best textures (I forgot to add some bolts in the edges...) but should do it for a basic tech level. 0 Share this post Link to post
Jimmy Posted August 19, 2017 (edited) I've been fucking around for a week or so, I guess. Big thanks to @Cage, @Fuzzball and @esselfortium all for putting up with me. :P These babies are from scratch, my first foray into doing anything of this scale. Neutron textures permalink (SUPER EARLY WIP; ONLY PNGS INCLUDED, PLEASE DO NOT USE YET. PM me if need be.) Edited August 19, 2017 by Jimmy 18 Share this post Link to post
wallabra Posted August 19, 2017 We still need a door texture that tiles nicely horizontally AND that has side details. :P I might work on one later, but I've overrun myself with tons of projects... 0 Share this post Link to post
Mr.Rocket Posted August 20, 2017 Here's a little basic trim/step texture I made last night if anyone needs it. Feel free to modify it. :) 0 Share this post Link to post
Clay Posted September 16, 2017 (edited) Been posting my creations in a topic I started but I need to quit bumping that thread. It is better suited here anyways(I should have searched >_>). EDIT: https://drive.google.com/open?id=0B552QrTYpMduUE1uLVk3aHhfUnM Feel free to use them at will. Spoiler Spoiler Edited September 16, 2017 by DemonusDefunctus : changed images to pk3 2 Share this post Link to post
Clay Posted September 16, 2017 (edited) I put everything into a pk3 with Decorate and all. You should now be able to use the chandeliers in GZDoom/DB2/Slade level editors. Let me know if there are any problems and I will fix them if I can. There is also a nice Theatre curtain in there as well. UPDATED LINK IN MY POST ABOVE^^ 0 Share this post Link to post
ItsNatureToDie Posted September 23, 2017 (edited) Fixed up the animated textures from TNT and animated the DooM 2 SKY2. SKY2 ANIMATED and CLEAN TNT TEXTURES.zip 17 Share this post Link to post