msx2plus Posted October 14, 2021 14 hours ago, Faceman2000 said: I feel like these two animated together could make a pretty good FIREBLU-style texture. your wish is my command, for better or worse 15 Share this post Link to post
msx2plus Posted October 15, 2021 (edited) yup - all recent updates @ https://heckscaper.com/doom/textures/ Edited October 15, 2021 by msx2plus 18 Share this post Link to post
ukiro Posted October 15, 2021 I'm definitely someone who encourages people to make their own textures, but a general piece of advice—not aimed at anyone in particular but broadly from observing the posts in here over the last few months—is to try mapping with your textures before posting them here, and ask yourself if they work well or if they could use some additional effort. If you're going through the effort of sourcing, scaling, tweaking, tiling, and palette converting stuff for Doom, add that extra step and it'll all be a lot more worthwhile. 18 Share this post Link to post
Faceman2000 Posted October 15, 2021 7 minutes ago, ukiro said: I'm definitely someone who encourages people to make their own textures, but a general piece of advice—not aimed at anyone in particular but broadly from observing the posts in here over the last few months—is to try mapping with your textures before posting them here, and ask yourself if they work well or if they could use some additional effort. If you're going through the effort of sourcing, scaling, tweaking, tiling, and palette converting stuff for Doom, add that extra step and it'll all be a lot more worthwhile. That’s definitely something I should be better at. There’s been more times than I like to admit where I put a texture together, am super proud of it, and then look at it in-game and realized it doesn’t look great as-is. But even then I still just share a some of them here without testing them first. 😅 0 Share this post Link to post
msx2plus Posted October 15, 2021 6 hours ago, ukiro said: to add to this, create textures you actually want to use - if you finish a few up and they don't inspire you to make some kind of something, you might've missed the mark. i scrap the large majority of textures i start working on because they don't spark anything. whether other people find them useful is another story altogether lmao - i tend to favor abstract chaotic forms over actual structures and coherence in my non-gzdoom work so i lean into that big time with my textures. 2 Share this post Link to post
ViolentBeetle Posted October 18, 2021 On 10/11/2021 at 2:53 AM, msx2plus said: Those are sweet textures, but is there a reason why are arrows not aligned to the start and finish of them? Also, arrows to the left would be useful (I suspect simply mirroring them would cause them to align poorly with other textures and I'm not any good at actual image editing) 0 Share this post Link to post
DooMAD Posted October 19, 2021 (edited) I didn't do the alignment bit, but the arrows themselves can be flipped horizontally without too much retouching: Also blue and green, because why not? 7 Share this post Link to post
msx2plus Posted October 19, 2021 7 hours ago, ViolentBeetle said: Those are sweet textures, but is there a reason why are arrows not aligned to the start and finish of them? Also, arrows to the left would be useful (I suspect simply mirroring them would cause them to align poorly with other textures and I'm not any good at actual image editing) you should just be able to offset the texture horizontally ingame to mostly accomodate this - i imagined them being cut off by supporting beam type walls or some other trim and the trim would look better with the arrow half in it than the arrow meeting at the edge of it. 0 Share this post Link to post
Gez Posted October 19, 2021 Here's a set of red variants. I may do other colors later. That way you have textures that "start" and "stop" the chevrons. I made my own mirrored version because I didn't like those white pixels on DooMAD's. The way I did it, I took the difference between the chevrons and the unpainted baseline, mirrored it, then applied it back, in the idea of preserving the original grain of the wall and only mirroring the paint. 8 Share this post Link to post
holaareola Posted October 20, 2021 It's a weird texture and doesn't, if I look closely, fit the style of much else in Doom, but I've always liked BROWNPIP. But the way it tiles hurts my eyes. Probably duplicating previous work, but here's a sane version, and one you can use to terminate horizontal runs: 9 Share this post Link to post
Gez Posted October 20, 2021 Recolors: I actually redid the yellow from the red version, the Doom palette is terrible at yellows and it's hard not to get the colors all flattened. Not sure this one is all that much better, though. A bit to flecked perhaps? Non-paletted hue cycle + desat: 7 Share this post Link to post
Mr.Rocket Posted October 20, 2021 (edited) Here's a couple I fixed up and put in my map for the Ultimate TWANGO project: Here's a bloody one too: And I'm probably not the first to re-color this flat, but here's a tan/sand color version: 14 Share this post Link to post
Shibainumaster Posted October 23, 2021 (edited) keycard terminal i think: vertical bookshelf: 3 Share this post Link to post
ChestedArmor Posted October 23, 2021 (edited) neon tiles.rar Neon tiles in all vibrant colors of the Doom palette, both small and medium in scale! Examples: Screenshots: Spoiler Edited November 9, 2021 by ChestedArmor 6 Share this post Link to post
smeghammer Posted October 23, 2021 (edited) It's always bugged me that there is no reverse BRNSMALC/BRNSMALL/BRNSMALR. So I reversed them and put in my smegtex resource WAD: Also updated the Eureka .ugh file. Edited October 23, 2021 by smeghammer : added vid 10 Share this post Link to post
ViolentBeetle Posted October 23, 2021 (edited) I'm experimenting with "crudely drawn in paint placeholder textures" for a gimmick map. I took those squares from MAP31 of Valiant and crudely drawn switches in it. I think I should experiment with some kind of anti-aliasing more. Update: Example on colorization options: Edited October 23, 2021 by ViolentBeetle 8 Share this post Link to post
ViolentBeetle Posted October 25, 2021 Partially inspired by @ChestedArmor but mostly by Valiant secret map, I spent yesterday and this morning on "Crudely Drawn Placeholder" texture pack. It contains Several kinds of squares and rectangle, bricks, and abstract kind of thing to represent organic texture as well as 4 different very (and deliberately) crudely drawn switches that I might need to thicken a bit for better visibility, as well as doors and lifts - all exist in variants of white, red, blue, orange, green and yellow. 5 Share this post Link to post
ChestedArmor Posted October 25, 2021 (edited) 3 hours ago, ViolentBeetle said: Partially inspired by @ChestedArmor but mostly by Valiant secret map, I spent yesterday and this morning on "Crudely Drawn Placeholder" texture pack. It contains Several kinds of squares and rectangle, bricks, and abstract kind of thing to represent organic texture as well as 4 different very (and deliberately) crudely drawn switches that I might need to thicken a bit for better visibility, as well as doors and lifts - all exist in variants of white, red, blue, orange, green and yellow. What an honor! I have some animated textures, switches and animated switches added, hope you can do something with them:neon tiles.rar Examples: Spoiler 1 Share this post Link to post
Shibainumaster Posted October 26, 2021 ia started working on this russian bun store texture: 8 Share this post Link to post
ViolentBeetle Posted October 28, 2021 (edited) Did you know that if you delete bricks from WOLF's brick texture, you get a grate. I made a couple of color remaps for different shades. 8 Share this post Link to post
Pirx Posted October 29, 2021 7 hours ago, ViolentBeetle said: Did you know that if you delete bricks from WOLF's brick texture, you get a grate. I made a couple of color remaps for different shades. cool. i imagine that will work very well for surreal maps or with cyberspace themes. anyway, the red bricks look quite cartoonish. 1 Share this post Link to post
Spawn Posted October 30, 2021 On 10/26/2021 at 11:46 PM, Shibainumaster said: ia started working on this russian bun store texture: You mean Moscow. Which is not Russian. ;-b 1 Share this post Link to post
Shibainumaster Posted October 30, 2021 34 minutes ago, Spawn said: You mean Moscow. Which is not Russian. ;-b Am i right thinking you meant the Moscow style of pronounciation? 0 Share this post Link to post
Shibainumaster Posted October 30, 2021 Made this credits screen replacement for my wad: 5 Share this post Link to post
Shibainumaster Posted October 30, 2021 I finally made a texture pack with most of the stuff that i posted:Thepack.zip 1 Share this post Link to post
DevilMyEyes Posted October 30, 2021 (edited) made a flesh texture, what do you think? Edited October 30, 2021 by DevilMyEyes 3 Share this post Link to post
Mr.Rocket Posted October 30, 2021 (edited) A hi-res version, goblin/demon switch texture: Looked at the original and sculpted it in Sculptris. Later brought it in paint shop and made the required adjustments, color, eyes, etc. Edit: These have been updated since the other day, they are now in the right aspect with a .png transparent background. ;) Edited November 2, 2021 by Mr.Rocket 3 Share this post Link to post
Shibainumaster Posted October 31, 2021 12 hours ago, DevilMyEyes said: made a flesh texture, what do you think? It looks like something that Adrian Carmack would draw. 1 Share this post Link to post
Spawn Posted November 1, 2021 On 10/30/2021 at 3:45 PM, Shibainumaster said: Am i right thinking you meant the Moscow style of pronounciation? Of course. 1 Share this post Link to post