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jmickle66666666

jmickle66666666's dumb tools

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doom texture randomizer
Randomizes all the textures in maps. download it and drop a .wad on the .exe and it'll make a wad called output.wad in the folder of the original wad. play that wad.
https://github.com/jmickle1/doom-texture-mix/releases

sample output:
https://static.dyp.im/2Noz27u4hm/1055860a55d1d3836e0bbe2ac47f6794.png
http://i.imgur.com/6dGw3OL.png
http://i.imgur.com/GBizpHb.png
https://static.dyp.im/vFxHx9ldG9/3c3274f128d66ec5d2c1aedd47f64cd3.png
https://dl.dropboxusercontent.com/u/106557511/btsx_yes.png

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jmickle66666666 said:

Randomizes all the textures in maps.

No, it only randomizes them per name: One texture name is replaced by another one, the same one for all instances in the entire map. This could have been done better by randomizing them per linedef - not even sidedef, I mean linedef, because sidedefs typically get compressed so that multiple linedefs reference the same sidedef, to save space. You could uncompress/rebuild all sidedefs according to existing linedefs + the old sidedefs, and randomize non-null texture names in each of the new sidedefs.

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Scifista: my method was completely intentional. I could have done it in many ways and I picked this one because I thought it'd produce the best results.

In other news I'll be updating it with flat randomization soon.

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This is awesome! Flat randomization will definitely be good I think. Something I noticed playing Arcadia Demade is that the transparent parts of all masked textures turned black, which killed lots of the views through windows. It might be nice to only substitute masked textures for other masked textures, for levels that depend on having visibility through certain textured lines?

Also copying scrolling texture flag would be cool.

Nice work!

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Hey jmickle, I noticed the randomizer is choosing the first index texture (AASTINKY) in Doom and probably AASHITTY in Doom 2 so some HOMs will occur on those walls.

Also, some screenshots:








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cool screenshots

it only picks textures that already appear in the map so it'll only pick AASTINKY or AASHITTY if they appear somewhere. i blame the mappers

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What if the tool chooses any texture (besides AASTINKY/SHITTY) in the texture choices of the IWAD/TEXTURE1/2?

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jmickle66666666 said:

it only picks textures that already appear in the map so it'll only pick AASTINKY or AASHITTY if they appear somewhere. i blame the mappers


Blame Doom Builder's auto fill. AASHITTY is a good tool to force effects that require missing textures to stay missing.

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Tarnsman said:

Blame Doom Builder's auto fill. AASHITTY is a good tool to force effects that require missing textures to stay missing.

Outdated Doom Builder problems. :D
I'm so glad I overcame my fear of change for once and switched to GZDB.

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Tarnsman said:

effects that require missing textures to stay missing

Can you please provide an example?

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Examples are common illusio pits, intentionally submerged very thin floors/ceilings to change light level only on floor / only on ceiling, and also this impressive trick. Shame that Memfis's screenshot in the OP no longer works (at least for me), it pictured the trick well.

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A texture, flat, light and light effect (sans changing damaging floors from anything else or endgame segments like E1M8's final dark room) would be nifty.

Or am I asking for too much?

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How does Requiem's pseudo double 3D bridge look with this?

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jmickle66666666 said:

i made a tool that adds support3 to the edges of all the walls, but it isn't as funny as I thought so here's a set of images http://imgur.com/a/Pd02i

edit: support 2 and replace middle texture with fireblu http://imgur.com/a/wClPm


I actually like this tool, will be nice for creating mass linesplits to then edit.

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Glaice said:

How does Requiem's pseudo double 3D bridge look with this?


here's Hell Revealed 2 MAP19's quad-bridge. :)



and another bridge in the same map.

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