Jimmy Posted January 23, 2018 The height levels of the textures' horizontal contours. Makes them a bit of a pain to align vertically if you want to stick to multiples of 8 (the default) when configuring your floor and ceiling heights in a map. 3 Share this post Link to post
129thVisplane Posted January 28, 2018 Not sure if anyone before me did tileable 128x128 skulls, but here ya go. 20 Share this post Link to post
Tango Posted January 28, 2018 On 1/20/2018 at 8:56 PM, 40oz said: yeah I think imgur did that because it was a big image. those look wonderful. did you make these for a specific project? or were you just intending to release a texture pack? 0 Share this post Link to post
40oz Posted January 28, 2018 15 hours ago, Tango said: those look wonderful. did you make these for a specific project? or were you just intending to release a texture pack? They're for a project atm, but I'll release them independently for people to use afterwards too. Making Plutonia-like textures makes me kinda nervous. It's hard to make original stuff because I feel like it deviates too far away from the original theme. It's hard to think of a lot of stuff than isn't just variants of vines or nukage / brown water trims because most of the maps are primarily Doom 2 textured anyway. 1 Share this post Link to post
40oz Posted January 28, 2018 Least Fog > Less Fog > Original > More Fog > Most Fog 15 Share this post Link to post
NiGHTMARE Posted January 30, 2018 Playing around with some window textures. 10 Share this post Link to post
-Votterbin- Posted January 30, 2018 Still working on this, but it's supposed to be a basic door with the UAC logo (BGDR = BIG DOOR). The size is supposed to be 128x128 in the final product. 4 Share this post Link to post
SuaveSteve Posted January 31, 2018 On 23/01/2018 at 6:49 PM, Jimmy said: The height levels of the textures' horizontal contours. Makes them a bit of a pain to align vertically if you want to stick to multiples of 8 (the default) when configuring your floor and ceiling heights in a map. Ah, ok. Btw, it doesn't seem that "Cleaner version of BROWN144." is in. Secondly, would you consider releasing your changed/new textures as a pack of PNGs? 0 Share this post Link to post
129thVisplane Posted February 4, 2018 I posted these in a ZDaemon IRC channel yesterday, but here's some 128x128 tileable SKSNAKE variants and gradients, based on an unfinished version from Romero's dump: (you're gonna need to separate em manually cuz I just packed em into one image) And a 128x128 version of BODIES/SP_FACE2: (it's mostly just shifted 64px and edges cleaned up) 29 Share this post Link to post
SuperArjunaButt Posted February 4, 2018 Oh damn, can I use these snake textures in my WAD? I'm using a lot of SKSNAKE already, and it would be great to have more variety. 0 Share this post Link to post
129thVisplane Posted February 4, 2018 1 minute ago, SuperArjunaButt said: Oh damn, can I use these snake textures in my WAD? I'm using a lot of SKSNAKE already, and it would be great to have more variety. Sure thing. That's why I posted em here, for people to use. :) 3 Share this post Link to post
RonLivingston Posted February 4, 2018 (edited) Pink lites Edited February 4, 2018 by RonLivingston 3 Share this post Link to post
Zemini Posted February 5, 2018 Decided to Spice up the TITEPIC from Classic Doom. Just colorized the demons/players and added a couple monsters. Going to use this for my MegaWad. I have the first 2 episodes beta read, 3rd is 70% done, 4th and 5th are about 5% done. 7 Share this post Link to post
yakfak Posted February 20, 2018 developing a simple style in a gfx editor i made the best bit is that once i've drawn a patch i can repalettize it or change the noise distribution over and over just by pressing cursor keys 17 Share this post Link to post
ukiro Posted February 23, 2018 A bit of cross-posting as I think it's relevant to this thread... Testing out texture combination in a Darkening E2 style map. 15 Share this post Link to post
NiGHTMARE Posted February 24, 2018 (edited) A quick attempt at a set of steel textures. 6 Share this post Link to post
Scorpinax Posted February 26, 2018 These are all textures i made for my own usage in projects. Feel free to use any of them. 9 Share this post Link to post
seed Posted February 26, 2018 7 hours ago, Scorpinax said: These are all textures i made for my own usage in projects. Feel free to use any of them. This one is particularly intriguing, what is/was it for? 0 Share this post Link to post
Scorpinax Posted February 27, 2018 It was part of a larger selection of paintings I made and then shrunk down. Good for hellish areas or houses, but in particular for a haunted art gallery level where all the monsters are statues (dormant). I have more if you like that one! 0 Share this post Link to post
RonLivingston Posted March 3, 2018 (edited) Smashable dowindow texture. and ofcorse a vent texture which i use while compiling my acs scripts. shooting out projectiles 0 Share this post Link to post
CanyonJack Posted March 4, 2018 These are my first attempts: Feel free to use them for whatever, if you can find anything to use them with (works with that red and blue hell texture idk what its supposed to be) 1 Share this post Link to post
Expolision Studios Posted March 5, 2018 Space, Si-Fi, Adventure map/texture pack Walmart-like FPS 5 Share this post Link to post
CanyonJack Posted March 5, 2018 Also made an unpolished marble version we never really see the side of an archville... 6 Share this post Link to post
Scorpinax Posted March 5, 2018 I'm b-b-back with some new textures. Again, if you want to use these feel free. 3 Share this post Link to post
Marlamir Posted March 5, 2018 7 hours ago, CanyonJack said: Also made an unpolished marble version we never really see the side of an archville... Love the face, creepy and nicely fitting 0 Share this post Link to post
Empyre Posted March 5, 2018 @Expolision Studios for making screenshots, you can use H to toggle the highlights in 3D view, and T in 3D view to toggle things (once to make things invisible, a second time the bring things back but without the boxes around them, and a third time to bring the boxes back). 0 Share this post Link to post
NinjaLiquidator Posted March 6, 2018 @ScorpinaxYou do awesome textures, how you do that dude? They are cool! 1 Share this post Link to post
Scorpinax Posted March 6, 2018 (edited) 2 hours ago, NinjaLiquidator said: @ScorpinaxYou do awesome textures, how you do that dude? They are cool! Im part of a bunch of texture sharing sites, so I tweak them and make them seamless, also sometimes I go snap pictures of cool brickwork, turn them seamless and make them small so they fit in doom better. A few are hand drawn. Thanks! 0 Share this post Link to post