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holaareola

Amazing texture pack - Makkon

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Love this guy's work, I've seen a fair bit of it on twitter. Plus he's doing textures for the upcoming Graven, which I'm really pumped for!

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these textures are so slick, it would be awesome to see more of them in doom!

 

fyi there are some updates to the pack beyond the tweet in the OP above. makkon1.wad itself has been updated, and there's a new makkon2.wad that has nice brand new textures too. see this twitter thread for download links:

 

apparently Makkon posts updates to the pack in the Quake mapping discord (in the resources channel) here: https://discord.com/invite/R3gypt

 

edit: also, for anyone looking for inspiration, the new Quake Halloween Jam 3 has a few maps (including one by Makkon himself) using the textures and the maps are absolutely gorgeous

Edited by Tango

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Wow these are great! I reckon eviternity's liquids may work really well with these, I'll have to do some mixing, matching, and palette swapping.

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On 11/1/2020 at 4:34 AM, Tango said:

these textures are so slick, it would be awesome to see more of them in doom!

 

fyi there are some updates to the pack beyond the tweet in the OP above. makkon1.wad itself has been updated, and there's a new makkon2.wad that has nice brand new textures too. see this twitter thread for download links:

 

apparently Makkon posts updates to the pack in the Quake mapping discord (in the resources channel) here: https://discord.com/invite/R3gypt

 

edit: also, for anyone looking for inspiration, the new Quake Halloween Jam 3 has a few maps (including one by Makkon himself) using the textures and the maps are absolutely gorgeous

Excellent, thanks for that, I hadn't seen the new packs. OP updated.

 

Man, the first shot you linked is awesome. Love the purple hue and the wood propped on rock combination and those wood textures look deliciously painterly. The Quake community's creating some utterly fantastic stuff at the moment, seems small but ultra-talented.

 

 

Anyway, I find repetitive, mindless work oddly therapeutic (perversely only when I'm not getting paid for it, hahah), so I'll start putting together a Doom palettised wad of these over the next couple of weeks for people to use. The mod I'm working on has a customised palette or I'd have shared the conversions I've already done.  

 

Woah, I just had a look in and there are 770 raw textures total between the two packs. A lot of them are colour variations, some groups of which can be ruled out as they won't convert well to the Doom palette, then there are others where I suspect the detail is too high to survive the downscale. I'm on holiday and not on the computer much atm, but back next week, maybe a way to split the work could be found and creating a wad for the community could be done collaboratively rather than duplicating conversion? Could be as simple as creating two shared folders on Google drive, an input folder containing the raw files and an output folder containing the wad and the texture conversions. After discussing naming conventions and processes (e.g. some of the more detailed cliff textures are shite at 128x128, but do work at 256x256 when converted to two 256x128 textures, one top, one bottom for use with 0-height sectors to fake tall textures in vanilla).

Edited by holaareola

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I tried converting a lot of the stuff from the Quake .wad for more practical (and non-UMDF) use in Doom (by which i mean converting palettes, making flats, and generally making the textures more usable on their own rather than having to align them to a certain part for what you want), since i got really interested in experimenting with it after seeing what stunning work Tango has made with it, but unfortunately my hardware doesn't like it when Slade tries converting the palettes of over 800 textures (it straight up crashes instantly) so i can't really work with them in a versatile way that, say, OTEX allows for. I'd LOVE if someone could compile something like this (if the author would even allow such a thing, which i didn't consider up until now), but otherwise i'm just excited to see Doom maps made with it.

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Apologies for the large bump, but I can't find any other threads on this subject, and it seems a lesser evil than starting a duplicate topic on it.

 

I'm also looking into separating the texture parts to make them more usable on their own.  The license in the text file specifically states, "Modification is allowed and encouraged, with credit", so I don't see a problem as long as the modded textures aren't included in/used for anything commercial.  I don't think I'll bother with palette conversions, though, as I'm targeting especially the k8Vavoom source port which supports high res/true colour textures. 

 

For those who are interested in this kind of thing, ImageMagick has a batch crop feature which could somewhat ease the tedium of having to perform the same operations on multiple variations on the same textures. 

https://deparkes.co.uk/2015/04/30/batch-crop-images-with-imagemagick/

I haven't tried it yet but I intend to have a go over the weekend.  I've used ImageMagick quite extensively over the years and have found most of its features reliable.

 

In other news Ben "Makkon" Hale has released two more packs, pack 2 focuses on wood, windows and doors, and pack 3 focuses on techbase textures and includes some lights and switches.  I get the impression that he's working on a fourth pack or maybe an update to the third one, as he's recently been tweeting about new textures which feature tech doors, computers and pipes, so that's worth keeping an eye out for.

 

As some others have noted, some of these textures work well alongside some of the OTEX textures too, especially the OTEX liquids.

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6 hours ago, ENEMY!!! said:

In other news Ben "Makkon" Hale has released two more packs, pack 2 focuses on wood, windows and doors, and pack 3 focuses on techbase textures and includes some lights and switches.

This calls for some LINKS!

 

Packs 0, 1 and 2:

pack 3:

pack 4:

 

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Thanks a lot for these, I only started following Makkon on Twitter recently and so I'd picked up makkon1-3 from his tweet from 1 April (not an April Fool's joke!) but didn't know he'd updated the resources and added a makkon0 and makkon4 on 23 June.  Some nice additional textures to play about with by the looks of it.

 

Edit: here's the 1 April tweet:

 

Edited by ENEMY!!!

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The good news is that this process of cutting out parts of the trim sheets for use as patches is working well, as Makkon has evidently made a point of making all of the different components of the trim sheets into powers of 2 (everything appears to be 16, 32, 64, 128, 256 or 512 pixels tall/wide), which makes it easy to calculate the sizes and offsets using ImageMagick's mogrify/convert and crop commands.  I've managed to get all of his new pipe textures cropped out from his latest update - see

 

It seems that in SLADE3 the "Add to TEXTUREx" doesn't work with these png textures (maybe they have to be below a certain size and/or converted to the Doom palette, not sure), so some extra work would be needed to make composite textures out of them.  But simply having the individual parts of the trim sheets as textures to put together as one sees fit in (GZ/Ultimate) Doom Builder should work.

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Not sure how useful this will be to others as it stands, but with the aid of ImageMagick I've created a pk3 file with all of the trim sheets broken down into smaller chunks (in some cases I separated out individual trims, in other cases I had multiple trims in one).  I haven't bothered with converting them to the Doom palette or renaming them into Doom WAD conventions, so to get them all to display it's necessary to enable "Long texture names" in the editor (not sure if all editors have that option, but Ultimate Doom Builder definitely does and it definitely works).  I've done this with all Makkon packs from 0 to 3.  As far as I'm aware makkon4 has no trim sheets.

https://drive.google.com/file/d/1cJBMcELVaOmCDmiQt_YiRiXMhp9M7Gyp/view?usp=sharing

Here's a screenshot:

 

makkonsep_example.PNG

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