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Jimmy

Post your Doom textures!

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6 hours ago, msx2plus said:

more various original goodies, the larger stuff only tiles horizontally.

 

Those will be so useful, many thanks!

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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

pal.png.49acb3251b3be1787a26721523d320e4.png

 

Flats for things that don't have good vanilla flats:

1031121089_BRICKfloor.png.659904ea2a370c62b3e3dea11ec7207c.png1464083470_CEIL5_2asBROWNGRN.png.5a9965c3c13644c8867146620d7b5f63.png73923130_Metal2Floor.png.88ff690e3e675290bca8ed513645b16b.png

 

Red and blue FIREBLU, along with flat versions:

FIB_RED1.png.649905dd10c77c9f20741d262711d361.pngFIB_RED2.png.4e35a07d0bd3142cc3e2a08eaa77ca1d.pngFIB_RED.png.8ac0401dc11497e989f8c0c23d9893e6.png

 

FIB_BLU1.png.3a07589d35e083e9b0ec020d272623f8.pngFIB_BLU2.png.048c42d6d69929f4e443af8b28b1d7fc.pngFIB_BLU.png.62916b071211bc0588e1c2172ebf8054.png

 

16-color Doom 2 SKY1:

307889370_DarkSKY1.png.8ac34fe37adbea56c23f9bdf588fb156.png

 

Random stuff

1090599913_SP_HOTExtension.png.a2c0651f8edd25551f7b7c8761005c6e.pngRW47_1.png.ab02dd2d9ec7d5367ee40dbc2015666e.pngtallstep.png.0559d82c92578f35f26f84ca70dd9deb.png

 

Rock texture created from a public domain image, in paletted and unpalleted versions:

1176570837_doompalrockwall.png.5610961fa4b68b6cd0aee3cae445c13b.png8028345_doompalrockfloor.png.54cb8a9b0859ea006fd0feeba2f2866a.png

1794793489_rockthing.png.27e97c1c051b0944aed5ba8e529de332.png83458536_rockthingflat.png.57a2dcabf68906f2aebf3dfe24d3068a.png

 

 

 

 

 

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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.

 

BADROK1.png

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.

BADROK2.pngBADROK3.png

BADROK4.pngBADROK5.png

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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.

 

BADROK1B.png.aa55a7a4188c9ac9101071e03a4269d2.png

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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.

 

BADROK1B.png.aa55a7a4188c9ac9101071e03a4269d2.png

I was trying to make the wall like this, but was not as successful. This will probably colorize better as well.

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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.

jWenjEa.png

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On 9/26/2021 at 9:30 PM, Shibainumaster said:

This needed to be done W28_6.png.e16fbc1cd6304936a27bee7c45193c1c.pngW28_7.png.b7745a5a6ae3174e41c3b20b3fccbfef.png

Has been done already ages ago.

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Posted (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

 

metal8.png?raw=true    metal9.png?raw=true    WOODMET6.png?raw=true

 

 

Oh, for you Eureka users, here is an UGH file.

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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

 

metal8.png?raw=true    metal9.png?raw=true    WOODMET6.png?raw=true

 

 

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

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11 hours ago, Chainie said:

ICK1_1.png

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.

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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

HKNddqf.pngpM4jZ8e.pngz4DTy3d.pngdwHIxXu.png

 

D_ENDGD2.png

D_GOLDN1.png

D_GOLDN2.png

D_GOLDN3.png

D_GOLDN4.png

GOLDN1.png

GOLDN2.png

GOLDN3.png

GOLDN4.png

GOLDN5.png

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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

GOLDN5.png

GOLDN5B.png

GOLDN5C.png

Upd: And alternating decorations, for good measure.

GOLDN5D.png

Edited by ViolentBeetle

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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

GOLDN5.png

GOLDN5B.png

GOLDN5C.png

Upd: And alternating decorations, for good measure.

GOLDN5D.png

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.

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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.

 

FADED1.pngFADED2.pngFADED3.pngFADED4.pngFADED5.pngFADED6.pngFADED7.pngFADED8.pngFADED9.pngFADED10.pngFADED13.pngFADED14.png

For reference, remapping string in slade is

"224:231=53:60", "160:167=128:143"

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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.

 

FADED1.pngFADED2.pngFADED3.pngFADED4.pngFADED5.pngFADED6.pngFADED7.pngFADED8.pngFADED9.pngFADED10.pngFADED13.pngFADED14.png

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

K0Yp9cF.jpg

 

FADED9.png

FADED10.png

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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.

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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.

 

YELFLR.png.79b596e13bedc8a76da4cd595343aa1e.pngSTONFIRB.png.65e99888b7f6e991ae3ebef852e9f9fe.pngSTONFIRA.png.e690750ed4af63313b125a9545abae25.pngMOREWDB.png.4804e345f7b9a7df4bbbe6e6390b176d.pngMOREWDA.png.24ff2caf16593257aa7bb340577fe1f1.pngMOREWD2B.png.085d359f9e3de593a3d7dba6fe433e34.pngMOREWD2A.png.4446c29124cad62d36967d74faed8ff3.pngGRAVWALA.png.05774191f9393607b8972c431f581f26.pngGRAVFLRB.png.016218e9966382f5f462a19883de5ecf.pngGRAVFLRA.png.97ca978ce9a9f52cd8dfcb7065c9f949.pngFALGRNDF.png.cb0fba0dbc62549f8e1639dbc8031704.pngFALGRNDE.png.5b156c5e466172aaa9d08438c2cef993.pngFALGRNDD.png.1228d43104ec2b70c58b640d2643fe3d.pngFALGRNDC.png.1c5380438c38626fa133fa1220abfcc4.pngFALGRNDB.png.27bbf98e8e479d12712fca4368f4847b.pngFALGRNDA.png.4229f7c4eba3766ee065efab7e3252f0.pngCONC3A.png.f280a026c6ff9d068df162f3a9e5083d.pngCONC2A.png.e63b48e1c08cf8a20b149b6b8304cc6c.png

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