msx2plus Posted September 27, 2021 more various original goodies, the larger stuff only tiles horizontally. 33 Share this post Link to post
Scypek2 Posted September 27, 2021 The forest walls look especially beautiful! But all of it is real good. 2 Share this post Link to post
Z0k Posted September 27, 2021 6 hours ago, msx2plus said: more various original goodies, the larger stuff only tiles horizontally. Those will be so useful, many thanks! 1 Share this post Link to post
Blast_Brothers Posted September 28, 2021 Not all of this is paletted perfectly because my current project uses a tweaked palette, which is in the spoiler to help with remapping back to vanilla. Spoiler Flats for things that don't have good vanilla flats: Red and blue FIREBLU, along with flat versions: 16-color Doom 2 SKY1: Random stuff Rock texture created from a public domain image, in paletted and unpalleted versions: 7 Share this post Link to post
ViolentBeetle Posted September 28, 2021 (edited) Photographed another wall today. Lots of artificial rock around. Made a greyscale and then remapped color in a few editions. It should tile in all directions but it's not aligned to anything because I don't have enough skill to photograph a wall correctly. Mapping to something good has proven to be difficult. Perhaps in the future I would be able to come up with a way to make it not fall apart. 5 Share this post Link to post
msx2plus Posted September 28, 2021 more original goodies from photos i've been taking on walks every day. the tree/stick walls and hedge will only tile horizontally, everything else tiles in all directions. 24 Share this post Link to post
msx2plus Posted September 28, 2021 (edited) 1 hour ago, ViolentBeetle said: Mapping to something good has proven to be difficult. the best advice i can give is to include multiple different colors in your gradient map. dark reds fading to lighter yellow to white, purples fading to blues, etc. limiting the whole thing to one hue makes it very artificial, as light/shadow has warm/cool components. this can be a little tricky if you're sticking to the doom palette, admittedly. increasing contrast can help a bunch too. you can see in here there's a bit of brown in the shadows while the rest is grey - sometimes a little speck of color in the gradient map is enough to make the whole thing come alive with a tone. 4 Share this post Link to post
ViolentBeetle Posted September 29, 2021 10 hours ago, msx2plus said: the best advice i can give is to include multiple different colors in your gradient map. dark reds fading to lighter yellow to white, purples fading to blues, etc. limiting the whole thing to one hue makes it very artificial, as light/shadow has warm/cool components. this can be a little tricky if you're sticking to the doom palette, admittedly. increasing contrast can help a bunch too. you can see in here there's a bit of brown in the shadows while the rest is grey - sometimes a little speck of color in the gradient map is enough to make the whole thing come alive with a tone. I was trying to make the wall like this, but was not as successful. This will probably colorize better as well. 0 Share this post Link to post
ElFrostyzoid Posted October 3, 2021 Edited some Hexen textures to have a Doom palette golden tone. These should go fine enough with some heaven-style maps or with OTEX golden textures. Plus the portal frame of course. 23 Share this post Link to post
NaturalTvventy Posted October 3, 2021 (edited) Oversized door, with and without keyhole. 16 Share this post Link to post
slugger Posted October 6, 2021 I think I made this sky, but I can't remember how. If I putting someone else's work forward as my own, let me know and I'll take this out. 3 Share this post Link to post
Spawn Posted October 7, 2021 On 9/26/2021 at 9:30 PM, Shibainumaster said: This needed to be done Has been done already ages ago. 0 Share this post Link to post
smeghammer Posted October 8, 2021 (edited) Thought I'd have a crack at making a texture WAD. I had the need for a couple of textures from the Doom2 roster, but slight variants - a narrower (32) METAL6/METAL7 and a WOODMET4 variant with the blood at the bottom, for a crusher thing. Adding them to the /textures namespace in a .pk3 is straightforward, so I had a try at building a resource WAD (apologies if these variants have been made before). Seemed to go OK...: https://github.com/smeghammer/snippets/blob/master/smegtex/smegtex.wad Oh, for you Eureka users, here is an UGH file. 8 Share this post Link to post
Bengaltiger1 Posted October 9, 2021 17 hours ago, smeghammer said: Thought I'd have a crack at making a texture WAD. I had the need for a couple of textures from the Doom2 roster, but slight variants - a narrower (32) METAL6/METAL7 and a WOODMET4 variant with the blood at the bottom, for a crusher thing. Adding them to the /textures namespace in a .pk3 is straightforward, so I had a try at building a resource WAD (apologies if these variants have been made before). Seemed to go OK...: https://github.com/smeghammer/snippets/blob/master/smegtex/smegtex.wad Oh, for you Eureka users, here is an UGH file. Hey man It's great to see you here. There have been variants before of what I'm seeing, however Woodmet4 does* look different from the others. Metal6/metal7 I'm not 100% sure tbh. NaturalTvventy did this also (recently) did Woodmet4 but cropped the metal trim and made it into a new step texture, which is nifty 1 Share this post Link to post
ViolentBeetle Posted October 9, 2021 11 hours ago, Chainie said: Took me a while to realize it's not a tiny imp sitting on the bulb. Neat idea, but I'm not sure it comes through when this small. 0 Share this post Link to post
ElFrostyzoid Posted October 9, 2021 Retouched these textures a bit more trying my best to remain consistent with the palette colour shade progression. Also edited a couple of Ettingrinder's textures because they feel right at home with the others. Once again they should go fine with Heaven or palace/mansion like environments. Here's some examples of a few of them in action: Spoiler 17 Share this post Link to post
DynamiteKaitorn Posted October 10, 2021 Me: *sees all the new door textures* also me: Round 2? 0 Share this post Link to post
ViolentBeetle Posted October 10, 2021 (edited) On 10/9/2021 at 10:15 PM, ElFrostyzoid said: Retouched these textures a bit more trying my best to remain consistent with the palette colour shade progression. Also edited a couple of Ettingrinder's textures because they feel right at home with the others. Once again they should go fine with Heaven or palace/mansion like environments. The last one, unfortunately, is not power of 2-wide which will cause issues outside of gzDoom. Here's some solutions Upd: And alternating decorations, for good measure. Edited October 10, 2021 by ViolentBeetle 10 Share this post Link to post
ElFrostyzoid Posted October 10, 2021 1 hour ago, ViolentBeetle said: The last one, unfortunately, is not power of 2-wide which will cause issues outside of gzDoom. Here's some solutions Upd: And alternating decorations, for good measure. Neat! Didn't think about that little detail, I guess the original brass one was intended for GzDoom. Nice to see the alternate decoration, too! Not many maps that fit this kind of aesthetic, it's definitely one I'd love to see more of. 0 Share this post Link to post
msx2plus Posted October 10, 2021 (edited) some more original goodies. some tile horizontally only, you know the drill. they've also been added to https://heckscaper.com/doom/textures/ which i will update with each new batch so folks can grab them all 21 Share this post Link to post
ViolentBeetle Posted October 11, 2021 Was experimenting with remapping colors on those golden doors by @ElFrostyzoid to create something of a faded look. The results are somewhat mixed. And after uploading I realized some of them still have yellow spot I'm not sure what to translate into. For reference, remapping string in slade is "224:231=53:60", "160:167=128:143" 8 Share this post Link to post
ElFrostyzoid Posted October 11, 2021 1 hour ago, ViolentBeetle said: Was experimenting with remapping colors on those golden doors by @ElFrostyzoid to create something of a faded look. The results are somewhat mixed. And after uploading I realized some of them still have yellow spot I'm not sure what to translate into. For reference, remapping string in slade is "224:231=53:60", "160:167=128:143" Interesting result I must admit. I'd venture a guess that the better option for those yellow pixels would be as in these examples. I must also add I noticed a little bit of an offset that duplicates the s shapes in your editions here in spoiler: Spoiler 9 Share this post Link to post
ViolentBeetle Posted October 11, 2021 29 minutes ago, ElFrostyzoid said: I must also add I noticed a little bit of an offset that duplicates the s shapes in your editions here in spoiler: Damn, you are right. I'll see if I can re-align it properly. 1 Share this post Link to post
kwc Posted October 12, 2021 (edited) Some drywall and frames for your unfinished basement levels Spoiler Edited October 12, 2021 by kwc 17 Share this post Link to post
msx2plus Posted October 13, 2021 and a few more, been stockpiling photos for the past couple weeks and haven't had a chance to sit down and turn 'em into usable textures. 14 Share this post Link to post
Faceman2000 Posted October 13, 2021 8 hours ago, msx2plus said: I feel like these two animated together could make a pretty good FIREBLU-style texture. 2 Share this post Link to post